A C++ based 3D high-performance engine with aim for AAA graphics, fast iteration and great tooling.
Note: This project is currently WIP and systems are being transferred from my old project Creative Chaos Engine. Visit this project for older, but more extensive code.
For the setup of the project you need a installation of git and cmake. To setup the project, follow the steps below.
- Navigate to your desired directory
- Clone this repository.
git clone -b main https://github.com/FreddyOm/BorealisEngine.git
- Navigate into the repository
cd BorealisEngine
- Build the project with CMake
cmake -S . -B ./build
- Logging
- Info Log
- Warning Log
- Error Log
- Assertions
- Simple Window
- Job System
- Custom Memory Allocators
- Stack Allocator
- Pool Allocator
- Frame Allocator
- Custom RefCnt Pointer
- Input System
- Mouse & Keyboard
- Controller (XInput)
- Basic D3D11 Rendering Implementation
- Basic D3D12 Rendering Implementation
- Advanced Rendering Features
- Deferred Shading & Texturing
- Depth of Field (see: Tiny Glades)
- VFX
- Volumetric Fog
- Physics Implementation
- Nvidia PhysX
- Entity Component System
- Jobified updating of ECS data buffers (see JobSystem above)
- String Class
- Runtime Debugging Toolkit
- Dear ImGui Interface
- Console Implementation
- Rendering Options
- Memory Usage
- Custom Profiler / Profiler integration
- Correct representation of jobs