Sparrow Engine
Simulation
COMP5530 Game Engine Project, Editor and Tool Development only
In the group project focused on developing a game engine based on OpenGL, I contributed encompassed a wide range of critical areas within the game engine’s development, spanning from asset management and resource pipelines to math computations, file handling, and the creation of a functional editor interface as follows:
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Resource/Asset Workflow and Pipeline:
- Developed data serialization and deserialization mechanisms.
- Designed the scene graph, enabling the saving and loading of scene snapshots.
- Created prefabs, managing data dependencies and references during save/load operations.
- Defined data structures and implemented parsing for static meshes, materials, textures, skeletons, and animation clips.
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Math Module, IO Module, Toolkit Development:
- Implemented custom math functions to support various engine calculations.
- Developed file read/write functionalities for managing the engine file system and project file system.
- Set up a log system to handle engine logs efficiently.
- Managed engine configurations to fine-tune the engine’s behavior.
- Handled texture compression and conversion processes.
- Implemented systems for managing textures and icons within the engine.
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Editor Development:
- Created the visual appearance and layout of the editor interface.
- Integrated the ECS (Entity-Component-System) framework with various systems in the engine.
- Bound toolkit functions to the editor interface, enhancing the editor’s functionality.
- Implemented rendering texture bindings to ensure proper rendering within the editor environment.
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Testing:
- Conducted unit tests specifically targeting the components you worked on.
- Engaged in testing and debugging processes related to the ECS framework, shaders, and Lua binding.
- Performance and Profiling