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A game engine with an emphasis on real-time cutting-edge solutions

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.

This engine is a research tool, don't expect to make games with it yet.

  • 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. Discord

  • 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.

Build status

build_status

Livestreams

If there is something interesting to talk about, I tend to do livestreams over at discord.

Media

Features (v0.31)

  • 10+ font file formats support (FreeType)
  • 20+ audio file formats support (FMOD)
  • 30+ image file formats support (FreeImage)
  • 40+ model file formats support (Assimp)
  • Vulkan and DirectX 11 backends (same HLSL shaders compile everywhere)
  • Deferred rendering with transparency (under a single render path and using the same shaders)
  • Principled BSDF supporting anisotropic, clearcoat and cloth materials (combined with things like normal mapping, parallax, masking, occlusion etc)
  • Bloom (Based on a study of Resident Evil 2's RE Engine)
  • Volumetric lighting
  • Lights with physical units (lux for directional, candelas for point and spot lights)
  • Shadows with penumbra and colored translucency (Cascaded and omnidirectional shadow mapping with Vogel filtering)
  • SSAO (Screen space ambient occlusion)
  • SSR (Screen space reflections)
  • SSS (Screen space shadows)
  • TAA (Temporal anti-aliasing)
  • Physically based camera (Aperture, Shutter Speed, ISO)
  • Depth of field (controlled by the aperture of the camera)
  • Motion blur (controlled by the shutter speed of the camera)
  • Real-time shader editor
  • On the fly mip generation on the GPU, using a single dispatch.
  • Font rendering
  • Frustum culling
  • Physics (Rigid bodies, Constraints, Colliders)
  • Entity-component system
  • Event system
  • Input (Mouse, Keyboard, Controller)
  • Debug rendering (Transform gizmo, scene grid, bounding boxes, colliders, raycasts, g-buffer visualization etc)
  • Thread pool
  • Engine rendered platform agnostic editor
  • Profiling (CPU & GPU)
  • Support for XML files
  • Easy to build (Single click project generation which includes editor and runtime)
  • AMD FidelityFX Contrast Adaptive Sharpening
  • AMD FidelityFX Single Pass Downsampler
  • AMD FidelityFX Super Resolution 2.0
  • AMD Compressonator for texture compression

Roadmap

Currently

Feature Completion Notes
SDL integration 100% Use SDL for window creation and input (this also enables PlayStation controller support).
Screen space global illumination 100% One bounce of indirect diffuse and specular light.
Depth-of-field 100% Controlled by camera aperture.
Temporal upsampling 50% Wait for FSR 2.0 and stop developing my own. It's vastly superior to any TAA upsampler out there.
Vulkan polishing 90% Outperform D3D11 in all cases and improve stability.
DirectX 12 10% The rendering API has matured thanks to Vulkan, finishing with DX12 should be easy.
Ray traced shadows - Got a ray-tracing GPU, only need to get Vulkan to a stable state now.
Ray traced reflections - Got a ray-tracing GPU, only need to get Vulkan to a stable state now.
Eye Adaptation - Low priority.
Subsurface Scattering - Low priority.
Linux support - Vulkan and SDL is there, working on a linux port is now possible.

Future

  • Skeletal Animation.
  • Atmospheric Scattering.
  • Dynamic resolution scaling.
  • Export on Windows.
  • UI components.
  • Make editor more stylish.
  • Scripting.