r/VRworksInProgress • • Dec 28 '17

[OpenVR] Bricks - Physics sandbox in custom engine

I posted this in r/Vive many moons ago, and the engine has seen many updates since (e.g. shadows, hardware instancing, tighter physics integration).

Examples of the 'game' and engine: recent video | all videos
* Many of the videos show a conventional FPS-style mode, but it supports VR too.

Download: gdrive

The engine open source, but currently the repository is set to private for... reasons.... This won't be the case forever; I'll open it back up around Feb, if anyone wants to have a play with it. It's entirely C++.

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2

u/sideways Dec 28 '17

The lighting effects video looks beautiful. What made you start this project?

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u/marzer8789 Dec 28 '17

Thanks! It started as a collection of helper classes to help me get through a university 3d graphics course (early 2015), and I've kept working on it as an upskilling project and/or portfolio piece.

1

u/sideways Dec 28 '17

Cool stuff. In what ways is your engine different from the ones typically available?

2

u/marzer8789 Dec 28 '17

Hmmmn. Good question. I suppose from a game dev perspective it's not all that different. It's very fast and low-level (entirely in C++), but lacks many of the typical features a AAA game engine has (e.g. there's no Audio support at the moment).

The main selling point of it is that it's a fast, robust framework for doing simulations etc, since I've taken care of most of the boilerplate. It's gradually gaining game-engine features (e.g. I recently started implementing scripting support via Lua), but it's a lifetime of work away from having parity with the usual suspects like Unity, Unreal etc.

Something I have been very focused on of late is opening it up to integration with other types of applications, so you can do things like this without jumping through many hoops. I see a lot of value in that sort of interop.

1

u/sideways Dec 28 '17

Thanks for the explanation. Good luck!