Bug Off! is a video game built with custom Turtle Engine, developed for ZTGK 2025. You can download and play the latest build of the game at https://wolnyzolw.itch.io/bug-off.
This repository contains an archive/snapshot of the code of the game from the ZTGK build, with some minor cleanup. It is intented to be used for reference and learning.
The Game will compile, but will not run, because some of our proprietary assets have been stripped.
The Editor will compile and will run; a demo scene has been prepared, using sample GLTF assets and simple primitives.
Custom engine built with DirectX 12 for this game. Whole Engine code is in this repository, yet it is not updated/maintained - it is just a snapshot at the time of upload.
Below is a list of selected features of the engine.
- 3D Physically Based Rendering (PBR), DirectX 12
- Cook-Torrence lighting model
- Physically Based Bloom (CoD AW, ACM Siggraph 2014)
- Specular Image Based Lighting (IBL)
- Screen Space Ambient Occlusion (SSAO)
- Shadow mapping
- HDR + Tonemapping (Clamp, Exposure, ACES Narkowicz, ACES Hill)
- Point Lights, Spot Lights, Directional Lights
- Fast Approximate Anti Aliasing (FXAA)
- Particle Systems
- Gaussian Blur compute shader
- Post Processing / Image Effects (brightness, saturation, contrast, color filtering, chromatic aberration, vignette)
- Debug Drawing (basic shapes, lines, arbitrary primitives)
- 2D Rendering
- Text Rendering (texture atlas font rendering, variable-width fonts, kerning1)
- Quad Instancing (text, other UI)
- Skeletal Animation
- Animation audio events
- State machine
- Entity Component System
- Physics (Collision resolving + Ray/Sphere casts)
- PIX for Windows profiler integration
- CVar system (serializable configuration parameters)
- Audio
- All SFX and music made by us
- FMOD Studio C++ API integration
- Dynamic music (changes depending on in-game parameters)
- Editor (built with ImGui, docking branch)
- Shader Hot Reload
- Scene picking (click on object in viewport)
- Transform Gizmos (ImGuizmo)
- Component inspector
- Game launch from editor
- Material Editor, Font Atlas creator, and numerous other editors/windows.
- Undo/Redo support (for selected operations)
- AI
- Custom flowfields implementation for multiple target points
- State Machine
- Steering behaviours(Wander)
- 3rd party code (Vendor folder(s); selected places in our code, marked with appropriate comments) - see respective licenses.
- Our code (Source folders, with exlusions where noted in code) - reference/view only (for now; might be subject to change later)
- Turtle Engine Logo (
TurtleEngine/Game/Resources/Icon1.ico,TurtleEngine/Editor/Resources/Icon1.ico) - Copyright (C) 2025 Karolina Leszczyńska, all rights reserved. Use and redistribution in any form is not perimtted. - Other assets have their respective licenses and sources inside their folders.
- Some gltf models have been taken from https://github.com/KhronosGroup/glTF-Sample-Models
Footnotes
-
Support for kerning is implemented, yet the fonts we use (or the library we use to load them) does not provide kerning information, hence the kerning is not visible in the game. ↩
