3D game engine with lua scripting
MIT License
Overload is an alternative game engine, inspired by industry standards, initiated by Benjamin VIRANIN, Max BRUN and Adrien GIVRY. Overload is now a community project, opened to any contribution.
Overload pillars are:
Overload is divided into 12 modules (10 DLLs and 2 executables):
The Overload SDK is the core of the engine. It is a set of libraries that our applications (OvGame
and OvEditor
) are using.
We designed theses libraries with reusability in mind. They are extremely modular and easy to extract from a game engine context.
OvAnalytics
: Code and hardware profilingOvDebug
: Logging, assertionsOvTools
: Serialization, ini files, events, timeOvMaths
: Vectors, Matrices, Quaternion, TransformOvAudio
: Wraps irrKlangOvPhysics
: Wraps Bullet3OvRendering
: Rendering engine using OpenGLOvWindowing
: GLFW + Windows API wrapperOvUI
: Dear imGui wrapped into an event-based and component-based UI systemOvCore
: Mediator, resource management, scripting, component-based scene systemOvGame
: Uses OvCore, asset dependent, generic executable for any game built with OverloadOvEditor
: Uses OvCore, expose game development to the end-user (From creation to building)Initially, Overload was a graduation project. We were 3 (Benjamin VIRANIN, Max BRUN and Adrien GIVRY) working on it for 5 months. We had to create a game engine from scratch, using the fewest libraries possible.
Our goals for this project were:
We spent about a month designing our initial architecture. We tried to provide a technical solution with UML diagrams, flowcharts, package diagrams and use-case diagrams. This was a long and tedious work, but it really helped us to start the production with a clear vision of the engine. We defined some coding convention to ensure that all of our work will stay homogeneous during the production. Defining these kinds of rules is crucial to keep a maintainable code during the whole project.
The production made us realize that we had a naive idea of what a game engine is. During this phase our architecture has evolved. We found that our initial architecture was sometimes too complex, non-optimal. We went back to architecture design multiple times during the project.
Here is a non-exhaustive list of Overload main features:
Again, a non-exhaustive list of Overload in-coming features:
Overload requires:
Overload is using Premake5 to generate project files. To generate these project files, execute GenerateProjects.bat
located at the root of the repository. By default, GenerateProjects.bat
will generate project files for Visual Studio 2022. If you want to use another version of Visual Studio (vs2019, vs2017...) or another IDE (c.f. https://github.com/premake/premake-core/), you can execute GenerateProjects.bat
from the command line with an argument. (ex: .\GeneratedProjects.bat vs2019
)
Overload only targets Windows x64.
Overload is licenced under an MIT licence.
If you are interested in Overload, you can download our engine and the demo game we made with it on our website: http://overloadengine.org
Learn about Overload (Tutorials and Scripting API) by visiting our Wiki: https://github.com/adriengivry/Overload/wiki
You can also watch our features reel (Overload v1.0.0) on YouTube: https://www.youtube.com/watch?v=ARXSJh-ZMHM
And join our Discord Server: https://discord.gg/wqe775s
Learn how to create your own games using Overload by visiting our wiki.
Overload is opened to any contribution. Do not hesitate to open issues (Features or bugs) or create pull requests.
If you want to help us, visit our CONTRIBUTING.md guidelines document.