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My submission for the Ubisoft Toronto Next 2024 Programming Challenge :) NOTE: My game does not account for window resizing. If you do so, the filled triangles will no longer be 100% filled and the game will look strange. ENGINE FEATURES: Multi-threaded 3D renderer ECS Object pools and sparse sets for components AI navigation Simple 3D physics and collision LEARNING RESOURCES: "google.com", helpful website for finding solutions to arbitrary problems ;) "Code-It-Yourself! 3D Graphics Engine", YouTube series by javidx9 (David Barr) "Fundamentals of Computer Graphics", book by Peter Shirley and Steve Marschner "Real-Time Rendering", book by Tomas Akenine-Möller, Eric Haines, Naty Hoffman, Angelo Pesce, Sebastien Hillaire, and Michał Iwanicki "Essential Mathematics for Games and Interactive Applications", book by James M. Van Verth and Lars M. Bishop "ECS back and forth", blog series by skypjack (Michele Caini) "Overwatch Gameplay Architecture and Netcode", GDC 2017 talk by Timothy Ford "Game Physics Engine Development: How to Build a Robust Commercial-Grade Physics Engine for your Game", book by Ian Millington "Game Programming Patterns", book by Bob Nystrom "refactoring.guru/design-patterns", website for learning design patterns "AI for Games", book by Ian Millington
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My submission for the Ubisoft Toronto Next 2024 Programming Challenge :)