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Yanase Engine (v0.0.1)

Yanase Engine is a 3D Game Engine development project built from scratch using Java and the LWJGL (Lightweight Java Game Library). The project focuses on understanding the core architectural components of a rendering engine, from low-level memory management to high-level scene graph organization.


๐Ÿš€ Current Features (Milestones)

  • 3D Scene Graph: Hierarchical object management system (BaseNode, SceneRoot) allowing for parent-child spatial transformations.
  • Camera System: Support for multiple camera modes (Player/Freecam) with customizable Projection and View matrices.
  • Input Management: Comprehensive keyboard and mouse callback system, including cursor locking/unlocking for UI interaction.
  • GUI & HUD: Real-time Debug Overlay displaying FPS, RAM usage, Coordinates, and Vertex counts.
  • Engine Settings: Centralized configuration system (VSync, MSAA, Resolution) and UI Overlay states.
  • Raycasting: Built-in Ray-casting support for 3D world interaction and object selection.

๐Ÿ› ๏ธ Tech Stack

  • Language: Java
  • Graphics API: OpenGL (via LWJGL)
  • Mathematics: JOML (Java OpenGL Math Library)
  • Image Loading: STB Image

โš ๏ธ Project Status: Emergency Standby / Hardware Safety

The project has reached a critical halt due to severe hardware limitations and safety concerns on the development host PC.

Host PC Critical Status:

  • Storage Exhaustion: Host System Disk (C:) has dropped below 200MB, causing OS instability and failure to manage swap files.
  • Thermal & Hardware Stress: Over-utilization of integrated GPU (Intel UHD 610) has led to thermal throttling and persistent system-level interrupts (hardware beeping).
  • VRAM/RAM Crisis: Continuous memory pressure (stuck at 96%+) has compromised the stability of the development environment.

Reason for Halt: To prevent permanent hardware damage and data loss, all development activities on this machine are suspended. The project will remain in "Read-Only" mode on GitHub until a more capable and stable development environment is secured.

Technical Debt to Address:

  • Font Atlas Migration: Implementation of a Glyph-based Atlas to replace the current "Texture-per-string" logic, reducing VRAM footprint by 99%.
  • Resource Cleanup: Enforcing strict glDeleteTextures and glDeleteBuffers protocols to prevent future memory leaks.

๐Ÿ“ธ Screenshots


๐Ÿ‘จโ€๐Ÿ’ป Author

Developed by pmgdev64 (PMG Team).

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