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
Blender
Maya
Cpp
OpenGL
Substance Painter
Substance Designer
Photoshop
Visual Studio
Libraries We Use
Gallery