Directus3D is a game engine that started as a hobby project and evolved into something greater. The source code is clean, modern and tackles a lot of aspects of engine development. Have fun!
Note: This project is in an early development stage and there is a lot experimentation going on, regarding what works best. As a result, no design decision is set in stone and it will take a while until the engine is ready to produce games. Code quality is prioritized over development speed.
- 20+ audio file formats support.
- 30+ image file formats support.
- 40+ 3D file formats support.
- Cascaded shadow mapping.
- Component-based game object system.
- Cross-Platform state of the art editor.
- D3D11 rendering backend
- Deferred rendering.
- Frustum culling.
- HDR rendering.
- Multi-threading.
- Physically based shading.
- Physics.
- Post-process effects like FXAA & LumaSharpen.
- Scripting (C/C++).
- Windows support.
| Feature | Completion | Notes |
|---|---|---|
| Easy to build | 100% | Single click project generation which includes editor and runtime. |
| New editor | 60% | Replace Qt editor with ImGui editor (will wait for native tab support). |
| Debug Rendering | 90% | Transformation gizmos, scene grid, bounding boxes, colliders, raycasts, g-buffer visualization etc. |
| Improved shadows | 90% | Sharper shadows with smoother edges and no shimmering. |
| SSAO | 100% | - |
| Bloom | 90% | - |
| Custom mipchain generation | 100% | Higher texture fidelity using Lanczos3 scaling. |
| Point light support | 100% | - |
| XML I/O | 100% | - |
| Architecture improvements | 100% | Performance improvements, bug fixes and overall higher quality codebase. |
| Font importing and rendering | 100% | Ability to load any font file |
- C# scripting.
- Vulkan rendering backend.
- Dynamic resolution scaling.
- Draw call batching (static & dynamic).
- Export on Windows.
- Skeletal Animation.
- Screen space reflections.
- Volumetric Lighting.
- Global Illumination.
- UI components.
- Licensed under the MIT license, see LICENSE.txt for details.
