PKYU Engine

"PKYU Engine"

PKYU Engine is created to demonstrate how Scene Graphs would work in a component based architecture game engine. Inspired by Unity’s gameobjects, the different classes would revolve around the engine’s own GameObject class. Components such as MeshRenderer and Transform would be present to manipulate the creation of objects. GLEW is also used inside the engine.






Course: G-ENGN2
Type: Final Project
Term: First Term, AY. 2015-2016
Softwares:
     - Visual Studio
     - Microsoft Word

Team:
     John Alson Entuna: Engine and Systems Programmer
     - Paul Anton Rae Aguilar: Engine Designer, Game Programmer, and Documentation
     - Justine Maurice Orprecio: Engine and Systems Programmer

Actual Contributions:
      • Technical Design Document
      • Doxygen API Documentation
      • Engine Demo (Tic Tac Toe Game and Sliding Game)


For this project, we were tasked to create a game engine that uses the GLEW library to render the objects inside the scene. Also, we need to have a kind of scene management for us to use.


Technical Design Document

The engine contains several features that will allow users to focus on the game's content more instead of optimizing the engine.

Features:

  • Scene Management System
  • GameObject System
  • Input Management System
  • Network Management System
  • Prefab System
  • Tag Systems
  • Vertex System

Component System:

  • Transform
  • Collider
  • MeshRenderer
  • BoxRenderer
  • ModelRenderer
  • Shaders
  • Audio
  • TextRenderer
  • Textures

As the one responsible for the Technical Design Document, I was also able to help in forming the actual flow of the engine. I was involved in laying out different coding decisions.



Doxygen API Documentation


Aside from the TDD, I was also responsible to create an API Documentation using Doxygen. Along with the development, I was maintaining the API Documentation.






Engine Demo • Tic Tac Toe • Sliding Game


After the development of the engine, we were required to create a game that would apply every component of the engine produced. I was assigned to create both game for the team.



For the Tic Tac Toe game, we were required to apply networking to it. Thus, it was made to play with two players from two different computers. My buddy, Alson, helped me in using the networking feature as he was the one to developed it. On the gameplay side, my friend, Gymmy (Justine Orprecio) helped me create the win-lose condition for the game.







As for the Sliding Game, we were tasked to create a game similar to one of the Pokemon Gyms where you need to slide through ice. On this part, I created a physics system utilizing the vector feature of the engine. Concepts such as velocity and acceleration was used for this game.






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