An engine which is the result of my never-ending quest to understand how things work and has become my go-to place for research. It's designed around the philosophy of favoring fast real-time solutions over baked/static ones, a spartan approach offering a truly dynamic experience.
If you're also on the lookout for knowledge, then you might find this engine to be a helpful study resource. This is because a lot of effort goes into into building and maintaining a clean, modern and overall high quality architecture, an architecture that will ensure continuous development over the years.
This engine is a research tool, don't expect to make games with it yet.
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For occasional updates regarding the project's development, you can follow me on twitter.
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For questions, suggestions, help and any kind of general discussion join the discord server.
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For issues and anything directly related to the project, feel free to open an issue.
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Embracing the open source ethos and respecting the MIT license is greatly appreciated. This means that you can copy all the code you want as long as you include a copy of the original license.
| Build status | Notes |
|---|---|
| • D3D11 is stable. • Vulkan is not always stable but it has FSR 2.0 and TAA. • D3D12 is a work in progress. Dont use it yet. |
If there is something interesting to talk about, I tend to do livestreams over at discord.
- 10+ font file formats support (FreeType)
- 20+ audio file formats support (FMOD)
- 30+ image file formats support (FreeImage)
- 40+ model file formats support (Assimp)
- Vulkan and DirectX 11 backends (same HLSL shaders compile everywhere)
- Deferred rendering with transparency (under a single render path and using the same shaders)
- Principled BSDF supporting anisotropic, clearcoat and cloth materials (combined with things like normal mapping, parallax, masking, occlusion etc)
- Bloom (Based on a study of Resident Evil 2's RE Engine)
- Volumetric lighting
- Lights with physical units (lux for directional, candelas for point and spot lights)
- Shadows with penumbra and colored translucency (Cascaded and omnidirectional shadow mapping with Vogel filtering)
- SSAO (Screen space ambient occlusion)
- SSR (Screen space reflections)
- SSS (Screen space shadows)
- TAA (Temporal anti-aliasing)
- Physically based camera (Aperture, Shutter Speed, ISO)
- Depth of field (controlled by the aperture of the camera)
- Motion blur (controlled by the shutter speed of the camera)
- Real-time shader editor
- Custom mip chain generation (Higher texture fidelity using Lanczos3 scaling)
- Font rendering
- Frustum culling
- Physics (Rigid bodies, Constraints, Colliders)
- Entity-component system
- Event system
- Input (Mouse, Keyboard, Controller)
- Debug rendering (Transform gizmo, scene grid, bounding boxes, colliders, raycasts, g-buffer visualization etc)
- Thread pool
- Engine rendered platform agnostic editor
- Profiling (CPU & GPU)
- XML files
- Easy to build (Single click project generation which includes editor and runtime)
- AMD FidelityFX Contrast Adaptive Sharpening
- AMD FidelityFX Single Pass Downsampler
- AMD FidelityFX Super Resolution
- AMD Compressonator for texture compression
| Feature | Completion | Notes |
|---|---|---|
| SDL integration | 100% | Use SDL for window creation and input (this also enables PlayStation controller support). |
| Screen space global illumination | 100% | One bounce of indirect diffuse and specular light. |
| Depth-of-field | 100% | Controlled by camera aperture. |
| Temporal upsampling | 50% | Wait for FSR 2.0 and stop developing my own. It's vastly superior to any TAA upsampler out there. |
| C# scripting (Replace AngelScript) | 50% | Using Mono (low priority since the engine is not ready for scripting games). |
| Vulkan polishing | 90% | Outperform D3D11 in all cases and improve stability. |
| DirectX 12 | 10% | The rendering API has matured thanks to Vulkan, finishing with DX12 should be easy. |
| Ray traced shadows | - | Got a ray-tracing GPU, only need to get Vulkan to a stable state now. |
| Ray traced reflections | - | Got a ray-tracing GPU, only need to get Vulkan to a stable state now. |
| Eye Adaptation | - | Low priority. |
| Subsurface Scattering | - | Low priority. |
| Linux support | - | Vulkan and SDL is there, working on a linux port is now possible. |
- Skeletal Animation.
- Atmospheric Scattering.
- Dynamic resolution scaling.
- Export on Windows.
- UI components.
- Make editor more stylish.
- Compiling - A guide on how to compile from source.
- Contributing - Guidelines on how to contribute.
- DirectX End-User Runtimes - For the DirectX build.
- Microsoft Visual C++ Redistributable for Visual Studio 2022.
- Windows 10/11 and a modern/dedicated GPU. The engine targets high-end machines.
- Licensed under the MIT license, see LICENSE.txt for details.





