3D game engine
Find a file
2024-08-07 04:59:01 -05:00
Data Add skybox selection and fix UV issues 2024-08-07 04:59:01 -05:00
Docs poop j 2024-08-03 11:40:55 -05:00
KP3Dii Add skybox selection and fix UV issues 2024-08-07 04:59:01 -05:00
Sandbox Add skybox selection and fix UV issues 2024-08-07 04:59:01 -05:00
Tools Initial commit 2024-07-22 02:48:42 -05:00
x64 Editor progress 2024-07-24 13:29:59 -05:00
.editorconfig Initial commit 2024-07-22 02:48:42 -05:00
.gitattributes updatez 2024-08-03 23:51:25 -05:00
.gitignore Initial commit 2024-07-22 02:48:42 -05:00
KP3Dii.sln Initial commit 2024-07-22 02:48:42 -05:00
README.md d 2024-08-03 11:41:44 -05:00

KP3Dii banner

KP3Dii

This is the sequel to my KP3D Doom-inspired game engine. It's a unique game engine written in C++17 that combines Doom's sector-based approach to mapmaking and rendering with modern techniques like constructive solid geometry.

Unlike its predecessor, the KP3Dii map editor and "game" are considered one. Previously you would have to download a separate map editor and build maps using a 2D interface. With KP3Dii, you may now edit maps in 3D. I was inspired to do this by Cube 2: Sauerbraten, another handmade game/engine that features a unique level system; it also has co-op map editing, which is a goal for this engine as well!

Improvements over KP3Dii

  • 3D map editor (as mentioned above)
  • Support for sectors over sectors
  • Support for slopes/heightmapping/terrain
  • Normal mapping
  • Scripting using a custom dialect of Lisp
  • Skeletal animations/"skinned" meshes
  • Anime girl mascot

Why make an engine when there's so many better ones out there?

  1. I don't like using other engines
  2. It's fun