This is the second iteration of my 4th attempt at making a game engine. It is a cross-platform (Mac, Linux, Windows) engine based on the SDL libraries and OpenGL. It supports full HDR with deferred shading using multiple render targets. Post-processing effects include depth of field, edge map anti-aliasing, auto-exposure and shadows. The engine also features support for Lua scripting used in renderer configuration and shader preprocessing. Dual-core optimized for maximum efficiency. The entity class uses a property based system that allows for superior modularization. The engine takes advantage of advanced hardware acceleration through shader 3.0 support.

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