NutshellEngine is a modular game engine designed to enable game and engine developers to work together efficiently by providing easy to replace modules implementing the game engine's principal systems such as rendering, physics and audio.
<iframe frameborder="0" src="https://itch.io/embed/2832669?bg_color=2f2d2d&fg_color=c6c7c8&link_color=72b2fb&border_color=2f2d2d" width="552" height="167">NutshellEngine by Team Nutshell</iframe>- NutshellEngine: Core of NutshellEngine, manages the modules and various systems.
- Application: Base of NutshellEngine's applications.
- Editor: NutshellEngine's editor.
- Graphics Module: Module managing NutshellEngine's graphics engine.
- Physics Module: Module managing NutshellEngine's physics engine.
- Window Module: Module managing NutshellEngine's windows and inputs.
- Audio Module: Module managing NutshellEngine's audio system.
- Asset Loader Module: Module loading assets used by NutshellEngine's applications and modules.
- Platform Module: Module linking NutshellEngine to distribution platforms.
NutshellEngine features:
- Editor to create games;
- C++ entity scripting (with a ScriptingAPI documentation);
- Swappable modules without recompiling the application;
- Assets (images, models, sounds, scenes, ...) management system;
- Custom Fragment Shaders in NutshellEngine
- NutshellEngine's 3rd anniversary!
- Developing a game for Steam while developing a game engine, and vice-versa
- Starting game engine development
- GPU-driven Particle Rendering - Part 2
- Calculating an OBB from a Mesh
- GPU-driven Particle Rendering
- NutshellEngine's 2nd anniversary!
- NutshellEngine's 1st release!
- Developing NutshellEngine's first editor
- On the importance to make games during the game engine's development
- Vulkan: VkRenderPass VS Dynamic Rendering
- NutshellEngine's 1st anniversary!
- Mistakes will be made
- Colliders, intersection normal and penetration depth
- NutshellEngine, a presentation






