This is a small WIP data-oriented game engine, being developed for mostly educational and experimental purposes. Currently, Vulture Engine is in its earliest steps of development, but our team is working hard on researching and analyzing existing practices in game engine development in order to build a modern engine, full of features and easy to use, not sacrificing the performance.
- [:heavy_check_mark:]
Basic 3D OpenGL deferred rendering(deprecated) - [:heavy_check_mark:] fennecs - an ECS framework written by a member of our team
- [:heavy_check_mark:] Basic scene editor
- [:heavy_check_mark:] Event system
- [:heavy_check_mark:] Logger
- [:gear:] Rewrite the renderer
- [:heavy_check_mark:] Vulkan render device
- [:heavy_check_mark:] Render Graph abstraction
- [:heavy_check_mark:] Material system
- [:heavy_check_mark:] PBR shaders
- [:heavy_check_mark:] Cascaded Shadow Mapping
- [:gear:] Global illumination
- [:gear:] Our own shader language
- ...
- [:gear:] Multi-threaded architecture
- [:gear:] Scene editor
- [:gear:] Asset management
- [:gear:] Skeletal animation
- [:gear:] Runtime and build system
- [:gear:] Script System
- [:gear:] Physics
- [:gear:] Audio
Name | Notes |
---|---|
assimp | Submodule |
SPIRV-Cross | Submodule |
VMA | Submodule |
yaml-cpp | Submodule |
glm | Submodule |
glfw | Submodule |
stb_image | Included |
fmt | Submodule, used for logging |
fennecs | Yet another entity component system framework, written specifically for Vulture Engine |
imgui | Included |
$ git clone --recursive https://github.com/vulture-project/engine.git
$ git lfs pull
$ sh ./build.sh {Debug|Release}
$ ./veditor