Game engine with an emphasis on architectual quality and performance
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 ;-)
For occasional updates regarding the project's development, you can follow me on twitter.
For questions, suggestions, help and any kind of general discussion join the discord server.
For issues and anything directly related to the project, feel free to open an issue.
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.
|Screen space global illumination||100%||One bounce of indirect diffuse and specular light|
|Depth-of-field||100%||Controlled by Camera aperture|
|C# scripting (Replace AngelScript)||50%||Using Mono (no engine API exposed yet)|
|Vulkan polishing||-||Optimise to outperform D3D11 in all cases and improve stability, things which will also make the engine API better.|
|DirectX 12||-||Low priority, after the engine API has matured thanks to Vulkan, D3D12 will take little time to add.|
|Eye Adaptation||-||Low priority|
|Subsurface Scattering||-||Low priority|
|Ray traced shadows||-||-|
|Ray traced reflections||-||-|
|Linux support||-||Setup a virtual machine, get Vulkan running. Might bring new people into the project.|