Vog-Mog is a demo application that based on my game engine Vog.
Motion capture (Mocap) is my FYP topic.
Currently only support OpenGL.
Kinect and IMU are used for the motion capture hardwares
Features:
• Deferred-Rendering
• Entity-Component-System(ECS)
• Basic Physics system
• Basic animation loading
• Model loading
• Shading features (Bloom / Blur, Shadow Mapping, Trail)
• Simple user Interface
• Basic character control system with serial data
The Demo game:
gif: (with our motion capture device)
How-to-build only Windows support Windows:
- clone the project
- open generateProjects.bat
- open and compile the visual studio project
- done
**default premake setting do not include Kinect SDK
References:
• Mostly Shading Features:
• Engine Architecture and main design:
• OpenGL Init References:
- https://github.com/Eversmile12/OpenGLNative/blob/master/OpenGL/OpenGL/src/WinMain.cpp
- https://github.com/SimpleTalkCpp/SimpleTalkCpp_Tutorial/blob/main/Graphic/Advance%20OpenGL/Advance%20OpenGL%20003/MyOpenGLWindow.h
• ECS:
- https://wickedengine.net/2019/09/29/entity-component-system/
- https://indiegamedev.net/2020/05/19/an-entity-component-system-with-data-locality-in-cpp/
- https://austinmorlan.com/posts/entity_component_system/#the-component
- https://www.david-colson.com/2020/02/09/making-a-simple-ecs.html
• Physics:
- Physics for Game Developers, 2nd Edition
- Game Physics Cookbook (2017)
- https://blog.winter.dev/2020/designing-a-physics-engine/
- https://wickedengine.net/2020/04/26/capsule-collision-detection/
• Kinect References:
- Microsoft Kinect v2 Native sample
- https://github.com/UnaNancyOwen/Kinect2Sample
- https://gist.github.com/UnaNancyOwen/e0421bbf25e7fe527764