Built as my final-year HND graphics programming project at ESAT Valencia, Coffee Engine explores real-time rendering and engine architecture.
2D physics
Engine demonstrations
Engine features
- Multithreaded execution and memory pools
- Directional, spot, and point lights, with up to four shadows per entity
- Shadow and post-processing effects, including blur, inversion, grayscale, sharpening, and edge detection
- Scene management, scene hierarchy, and an ImGui editor with an entity inspector
- 2D physics with Box2D
- Lua and C++ scripting
- Model conversion and OBJ loading with Assimp, plus material and texture loading
- Console logging with spdlog
Planned extensions
- C# scripting and DirectX 12 integration
- Physically based rendering, image-based lighting, and atmospheric scattering
- Post-processing effects such as SSAO, god rays, FXAA, lens distortion, and tonemapping
- OpenAL audio and Nvidia PhysX integration