Summary
Together with Leon Brands, I created my first game engine using C++. My main role in the engine was Serialization and the Physics Engine.
Serialization
Serialization is capable of:
-Polymorphism
-Shared Pointers
-Custom constructors
-Automatic serialization of any type
-Serialization of any GameObject and its attached scripts
-Scene loading, unloading, and saving.
-Prefab loading, saving and instantiating
-(Temporary) Tristeon supports scene and prefab serialization using the Unity editor
Physics Engine
-Raycasting
-Line on line intersections
-Rigidbody dynamics including:
- Drag
- Friction
- Bounciness
- Gravity
- Rigidbody on collider collisions
- Continuous and/or discrete collision detection
Demo game