Sobrassada Engine

Our custom in-house engine, created as the main tool for the development of our game project The Hound of Ulster. The Engine has been developed to replicate core tools of other engines to allow a smooth workflow.

Navmesh

Integrated navmesh where enemies can follow the player and create walkable terrains for the character.

Batching

Optimizes rendering by combining multiple draw calls into one, improving performance.

GLTF Format

Support for glTF models allows efficient, modern loading of 3D assets with PBR materials and animations.

State Machines

Robust system for controlling animations and game logic via configurable state transitions.

PBR Pipeline

Physically-based rendering ensures realistic materials, lighting and shading.

Bullet Physics

Built-in physics integration for realistic object interactions, collisions and dynamics.

Project Launcher

Custom launcher for quick project setup, scene switching and playtesting tools.

Tools We Use

Discord Discord
Blender Blender
Maya Maya
Cpp Cpp
OpenGL OpenGL
Substance Painter Substance Painter
Substance Designer Substance Designer
Photoshop Photoshop
Visual Studio Visual Studio

Libraries We Use

Bullet
DirectXTex
Freetype
Glew
Imgui
ImGuizmo
ImNodeFlow
MathGeoLib
Rapidjson
Recast
SDL2
tinyGLTF

Gallery