Render and Game engine built with Vulkan and C++. It is focused on stylistic and realistic 3D rendering.
This is my hobby project that I work on in my spare time to learn more about graphics programming and engine architectures. Also to produce some games including my dream game in the future.
Currently I'm developing OxArena -a quake-like movement shooter- using Oxylus!
Windows, Linux and Mac (with MoltenVK) is supported.
If you liked my work and would like to donate, you can do so with my ko-fi page. Thanks!
- Editor with features like Projects, Scenes and Saving/Loading Scenes, Content Browser, Prefabs, Shader Hot Reloading, Entity Parenting, and other entity manipulations, Inspector Panel which draws any component with its properties, Asset Manager, Material System&Editor, In-Editor Console, and a lot more QOL features...
- Abstracted Vulkan renderer with Render Graph built from scratch with ECS
- Modern rendering features; Clustered Forward IBL PBR, SSAO, SSR, PCF Shadows, Bloom, Depth Of Field also various Post Processing techniques like HDR Tonemapping, Chromatic Aberration, Film Grain, Vignette, Sharpen
- Multithreaded physics with Jolt.
- Game scripting API with ECS events and ECS systems. Which has been used to build multiple games to test the API and engine in general. Read more: (Creating a Game With Oxylus)
- 3D Audio with miniaudio
PBR Testing scene with Depth Of Field, SSR, SSAO, Bloom, Vignette, Film Grain, Chromatic Aberration, Sharpen
Sponza scene with IBL PBR, SSAO, SSR and Directional Shadows
Currently supported and tested compilers are only: MSVC and Clang
- Install Vulkan SDK.
- Run the root CMake script with a command like this:
cmake -S . -B ./build/ -G "Visual Studio 17 2022" -A x64
to generate Visual Studio files (or with any generator you like) intobuild
folder.
Or withcmake -B ./build -DCMAKE_BUILD_TYPE=Release -DCMAKE_CXX_COMPILER=clang++
to generate for clang. - Then run this command to build it with CMake:
cmake --build ./build --config Release
- NOTE: If you don't have shaderc installed with VulkanSDK then you can pass
-DSHADERC_FROM_SOURCE=1
while configuring and build shaderc from source instead of getting it from the SDK.
- Yan Chernikov aka The Cherno for his great video series, streams.
- Cem Yuksel for his great videos about graphics programming.
- Jason Gregory for his Game Engine Architecture book.
- SaschaWillems for his Vulkan examples and help.