Muse 3D is my (not so) little 3D engine that uses multi-pass deferred lighting. This is a side project that is meant to let me mess around with modern rendering techniques as well as give me a common code-base from which to work on for small game ideas and other tech things that I want to try out.
As of May 7th, Muse 3d does the following things:-
- Renders static 3D models (no skinning or animation)
- Performs lighting using deferred shading in three separate passes
- Runs under windows
- Currently uses Open GL for graphics using an abstracted graphics layer
- Custom memory manager to minimize calls to system allocator and help track/analyze memory usage
Todo List – Stuff that still needs to be done to the engine. Features that I want to add, as well as any underlying changes to the structure of the engine code.
Design Notes – How stuff works, or is intended to work. Links to blog posts that discuss the details of bits of the engine.