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Enter the Hatchling Engine: a powerfull game creation tool!


The Hatchling Engine is a 3D engine for games and real-time applications running on Windows.
Built on the powerful C++ language the engine runs on OpenGL and supports OGL 2.0 up to 4.5, with full GLSL shader support up to GLSL 4.5.

Both beginners and experienced programmers will be able to use the engine as it will come with an extensive toolset, such as a map and asset editor
and the engine also is delivered in the format of a C++ static classes library plus headers so programmers can integrate the engine into their own C/C++ projects.
Also featured is an optional custom file system which allows developers to compress and encrypt their asset data, to prevent theft and to decrease loading times/file size. The encryption and compression system is entirely custom and the resulting files can be (un)compressed/(de/)encrypted at will using easy-to-use tools.

Hatchling features an entirely custom physics engine called 'Buoyant' that focuses on fluid-body interaction and deformable bodies. This will allow for things such as realistic boat simulation, deformation damage models and the like.
It also features an fully interactive and dynamic water plane that uses a brand new way of processing water.

The engine is still in development so keep an eye on the Latest News for updates or like our Facebook page.



Features:




Latest News


The Hatchling Editor has gotten more functionality, it is now possible to load and edit objects (position, rotation, scale, materials/textures/shaders, etc). The level and asset file saving and loading has been expanded and improved quite a bit too.

Jeroen also devised an entirely new way (we think) to efficiently render planar reflections with high detail. The new technique is based off of both Planar Reflection techniques as well as Screen Space Reflection techniques and pretty much takes the advantages of said techniques, but not the disadvantages (expensive ray-marching, needing to render the scene twice at high detail, etc). He has dubbed this technique 'Screen Space Planar Reflections' or 'SSPR'.

Of course as this is the first implementation, he still has to work out some minor kinks, but initial results are very promising!

Multi-stage rendering is now also featured and will allow future developers to add multiple layers of post-processing shaders. Think of effects such as SSAO and bloom.

The engine now has a custom message handler so that warning and error messages can be send on request to whatever display the developer wants (i.e. console, a text panel). Developers can also create their own messages in their code, this will make debugging much easier.

The Buoyant physic engine is coming together nicely too as the base collision detection systems are almost complete. Care has been taken to make the physics engine works as efficiently as possible in large open worlds and soon we will able to start focusing on the boat physics for our upcoming title Splash Hazard.

Lodewijk in the mean time has been very busy with the assets for that title, so we can expand our testing level using our own editor and we will finally have something more to show than the piece of Amsterdam you guys have been seeing for a while now ;)



Technologies


OpenGL C++ GLSL ARB Assembly Buoyant



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