We are currently working on a custom 3D game engine called the Flying-Potato Engine (FPEngine). It focuses on bringing a native game development experience in C++ without the hassle of having to spend precious time on common core components or setting up graphics frameworks. Everything required to start developing a game is ready to be used, and the open design of the engine and access to underlying components enables extensive customizability and extensibility. FPEngine is currently being built from scratch for the Windows platform using DirectX 9.
Support for other platforms such as MacOS / Linux and different graphics frameworks like DirectX 11 / 12 and OpenGL will be worked on at a later time. Right now we are focusing on building up the engine from scratch to a usable state.
If you wish to get more information about FPEngine, have any suggestions or want to collaborate with us on this project please don’t hesitate to send us a message through the contact page. You can also check out my blog posts about FPEngine.
The following images show a visual timeline from the current state of the engine back to the first day of development. The engine has more features than the ones shown below, but many of them are hard to show visually as they are more technical than visual. These screenshots should give a general overview of the visual graphics progress though.
Please note that the models and textures used are purely for testing purposes.
Current state of FPEngine.
Performance test resulting in 5.3 million visible polygons running at 60+ frames per second.
New culling system seen from a secondary camera.
Performance test with more than 1.3 million polygons running at a solid 60+ frames per second.
Working on shaders.
Adding support for model files.
First test of the terrain system.
First day, setting up the project.