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About the developer

664 Stars 29 Forks MIT License 2.4K Commits 0 Opened issues


Cross-platform game engine with Vulkan backend

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2349 commits

linux MIT licensed forthebadge

Flex Engine is a personal game engine I began work on in February 2017. I use it as a playground for learning about real-time techniques. I try to keep master reasonably stable, and therefore update it infrequently. See development for the latest changes.

Notable Features

  • Vulkan backend
  • Conditional checksum-based shader compilation
  • Support for Windows & linux
  • Scene editor with serialization
  • In-game scripting language & virtual machine
  • Built-in profiling capture/inspection tools
  • Rendering:
    • Physically based shading model
    • Image based lighting
    • Screen-space ambient occlusion
    • Stable cascaded shadow mapping
    • Temporal anti-aliasing
    • Signed-distance field font generation & rendering
    • GPU particles
    • Terrain, ocean, and sky rendering

Procedural terrain generated on the GPU

Gerstner wave ocean simulation

Cascaded Shadow Mapping

Two million particles simulated and rendered entirely on the GPU

Profiler overlay showing a breakdown the CPU-time of a single frame

Some editor windows

Screen-Space Ambient Occlusion (SSAO)

GBuffer (top-left to bottom-right): position, albedo, normal, final image, depth, metallic, AO, roughness

View into editor

See more screenshots here

Building Flex



Flex Engine uses the following open-source libraries: - Bullet - Collision detection & rigid body simulation - FreeType - Font loading - glfw - Window creation, input handling - glm - Math operations - ImGui - User interface - OpenAL - Audio loading and playback - stb - Image loading - cgltf - Mesh loading - volk - Vulkan meta-loader


Flex engine is released under The MIT License. See for details.


A huge thank you must be given to the following individuals and organizations for their incredibly useful resources: - Baldur Karlsson of - Alexander Overvoorde of - Sascha Willems of - Joey de Vries of - Andrew Maximov for the pistol model and textures - for the high-quality PBR textures - All authors and contributors to the open-source libraries mentioned above


Stay (somewhat) up to date about this project on my blog at

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