This project started with the idea of making my assignments faster to code. Instead of reusing bad written code I focused on developing this tool that could make render and move objects easier.
Due to the amount of work of the Master that I am doing, this project is still not finished and a lot of new features have to be added to convert it into a fully functional engine.
- Gooch Technical Shading
 - Inverse Kinematics
 - MipMapping
 - Rendering Styles (Refraction and Reflection)
 - Particles
 - Rendering Styles (Phong, Gooch and Cartoon)
 - Rotations (Euler and Quaternions / Hierarchical)
 - First Demo
 
- Create a header file with all the engine definitions
 - Add namespaces
 - Update everything to C++11-C++14 (mainly pointers)
 - Change design pattern for creating new game objects
 - GetComponent by name with efficient search
 - Add shadowmapping
 - Abstract OpenGL buffers, vao and vbo
 - Refactor Object Loader to handle more material options
 - Make use of inline methods
 - Move classes from projects to the main engine
 - Quaternion Camera
 - Refactor and simplify phong shader
 - Add font rendering
 - Remove the util\util\Util.h class
 - Abstract the shaders
 - Virtualize the main loop from the Application class