OpenGL Game Engine
A custom game engine developed using OpenGL.
- Link: N/A
- Team: Just me
- Development: 2 months
- Platform: PC
- Technology: Java, LWJGL 3, OpenGL, GLSL
Making Of
Based on the ThinMatrix tutorial series, I developed my own game engine in Java using the LWJGL framework and the OpenGL graphics API.
One of the key improvements I implemented was migrating the rendering pipeline from OpenGL 2.0 to OpenGL 4.6, enabling the use of modern graphics features and a more efficient rendering architecture.
In addition, I designed and implemented an optimized scene graph. All objects are organized in a hierarchical tree structure, with each node maintaining its own transformation matrix. When a parent node is modified, only the transformation matrices within the affected subtree are recalculated, rather than updating every object in the scene each frame. This significantly reduces unnecessary computations and improves overall performance.
The hierarchical scene graph also provides a strong foundation for future optimizations, making it straightforward to integrate spatial acceleration structures such as a Bounding Volume Hierarchy (BVH) for efficient visibility determination and collision queries.