The REngine is my game engine. It's my favourite pet project for when I am looking
for something interesting to work on. It's made up of 5 components:
I built the REngine so I could make a space based combat game,
Rift. Yes I am a space nerd and yes the idea of writing a space based combat game
is more appealing then actually playing a space based combat game. You can get the
REngine here. This zip file contains three subdirectories
containing the engine itself, some tests, and an Eclipse workspace directory which also
holds a Visual Studio 2005 solution file. You can build it on Linux or Windows. In order
to build it you'll need a handful of other libraries:
- Math: The 3D math to make it all possible.
- Renderer: Abstraction of OpenGL along with some higher level helpers, cameras, fonts,
things like that.
- Windows: 2D windowing system built on the Renderer. Includes FrameWindows, Buttons,
ListBoxes and the like.
- Physics: A rigid body physics simulator. I'm especially proud of this one as
it represents a fair amount of time and study.
- General: The glue that holds it all together. Helper classes, common
You may also be interested in a paper I wrote,
A Practical Approach to Collision Handling. I wrote it in an effort to make it easier
for other people to write their own physics engines. It tries to reduce all of the
complex stuff to something more manageable, while at the same time giving the reader
the foundation to make sense out of the huge amount of complex docs out there. It also
provides a function by function break down of the REnginePhysics library to really deeply
document what's going on. It's my first attempt at technical writing so any questions
or input would be appreciated.
In any event, I've had a lot of fun working on the REngine and am excited to add more
when I find the time. I hope you manage to get something useful from it too.