Sector Engine Overview VERSION COMING JUNE, 2015 Sector Engine is still in development, this presentation could change in the future
OpenGL Sector Engine uses the OpenGL API exclusively, DirectX isn’t supported The use of OpenGL allows the engine to have a wide range of compatible devices The OpenGL API is much simpler and easier to use tan DirectX OpenGL has ports to Java and Python, along with a native C++ version Extensive documentation is available over OpenGL Lower CPU overhead than DirectX
Features Sector Engine has versions in Java and C++ Many features supported are usually exclusive to commercial engines Sector Engine is free and open source (more to come) All of the documentation is written by the person who created it Starter content Features a GUI for level editing and animation control Python scripting with Jython and Iron Python Uses OpenGL specification 4.5 core
What to Expect OBJ and FBX model formats excepted Skybox loading Weather Physics and Collision systems Advanced artificial intelligence and player tracking perfect for real time games JHeightMap and CHeightMap generators are integrated into the engine
Performance Sector Engine is a primarily GPU based engine; variables, physics/collision calculations, and rendering are all performed on the GPU Uses VAOs and VBOs for all data being drawn to the screen to reduce the amount of CPU calls made during program execution Physics are all calculated on the GPU to take advantage of the extremely fast speed of graphics cards and provide advanced physics calculations with almost no latency Rendering is all GPU based too, using the shader pipeline, Sector Engine can use the graphics card to draw instead of the considerably slower CPU
Open Source Sector Engine is published under the Apache V2 license agreement and is completely free to use The Open Source nature of Sector Engine allows for modification and integration without the hassle of private project collaboration and paychecks Add in features for you…or for everyone, whenever you modify Sector Engine, you can keep the changes for just a specific project or you can propose a pull request on Github and add the feature for everyone
Credits Lane Surface – Core engine functionality, JHeightMap and Cheightmap, Documentaion, Website, shaders, and scripting Nathaniel Singewald – Higher level classes, bug testing, and design Khronos Group for their support of OpenGL OpenGL Super Bible – Help with the migration to OpenGL specification 4.5 core Jamie King and Oskar Veerhoek for the awesome OpenGL tutorials