Rogue Robots

Raw gameplay & technical breakdown footage

Overview

Project type

Team project

Year

2022

Project Duration

20 weeks

Context

Blekinge Institute of Technology "Big Game Course"

Tools

D3D12, Imgui, C++, Lua, Bullet Physics Engine, OpenAL

My responsibilities

Engine Architecture, ECS, Spotlight Shadow Mapping, Volumetric lighting, Behavior Tree, Pickup System, Spectator System, Revival System

Team Members

Emil Fransson
Nadhif Ginola
Gunnar Cerne
Emil Högstedt
Ove Odegård
Sam Axelsson
Filip Eriksson
Jonatan Hermansson
Axel Lundberg
Oscar Milstein

Supervisors

Marcus Holmberg
Joakim Ståhle-Nilsson
David Danielsson

Code

Impact of contributions

The architeture of the engine allowed for event system responses, and update & render separations all in a per-layer context, for decoupling of systems. This aided the team members in their work flow as all had their own working area in the code base with well-defined interface points.
This was further aided by the Entity Component System (ECS), which stored the data components linearly in a packed manner through the sparse set data structure, for maximum efficiency and performance in the game. The user friendly front end interface of the ECS helped the team members writing effective engine and gameplay systems, which sped up development and neatly separated the code base and systems in focused areas of concern, which helped in tracking down bugs.