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Spartan Engine

Spartan game engine is the result of my never-ending quest to understand how things work and has become my go-to place for research.

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 is being put into building and maintaining a clean, modern and overall high quality architecture, an architecture that will ensure continuous development over the years. Have a look at the source ;-)

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.

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.

Download

Platform API Status Quality Binaries 👍
Build status Codacy Badge Download
Build status Experimental Download

Media

Features (v0.3)

  • 10+ font file formats support (FreeType)
  • 20+ audio file formats support (FMOD)
  • 30+ image file formats support (FreeImage)
  • 40+ model file formats support (Assimp)
  • Deferred rendering with transparency.
  • Vulkan and DirectX 11.
  • Bloom (Based on a study of Resident Evil 2's RE Engine)
  • Custom mip chain generation (Higher texture fidelity using Lanczos3 scaling)
  • Lights (Directional, point and spot lights)
  • Shadows with colored translucency (Cascaded and omnidirectional shadow mapping with vogel filtering)
  • Font rendering
  • Frustum culling
  • Per-Pixel motion blur
  • Physically based rendering
  • Post-process effects (Tone-Mapping, FXAA, Sharpening, Dithering, Chromatic aberration etc.)
  • SSAO (Screen space ambient occlusion)
  • SSR (Screen space reflections)
  • SSS (Screen space shadows)
  • TAA (Temporal anti-aliasing based on Uncharted 4)
  • Physics (Rigid bodies, Constraints, Colliders)
  • Entity-component system
  • Event system
  • Input (Keyboard, Mouse, Xbox 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)
  • C/C++ (Using AngelScript)
  • XML files
  • Windows 10 and a modern/dedicated GPU (The target is high-end machines, old setups or mobile devices are not officially supported)
  • Easy to build (Single click project generation which includes editor and runtime)

Roadmap

v0.31 (WIP)
Feature Completion Notes
Volumetric Lighting 100% -
Screen space contact shadows 100% -
Parallax Mapping 100% -
Shader Editor 100% Real-time shader editing tool.
Translucent colored shadows 100% -
Shadows 98% Enable point & spot light shadows.
Vulkan 90% Don't port it, re-architect the engine instead.
v0.32
  • C# scripting (Replace AngelScript).
v0.33
  • Ray traced shadows.
  • Ray traced reflections.
v0.34
  • DirectX 12.
v0.35
  • Skeletal Animation.
v0.36
  • Eye Adaptation.
  • Depth-of-field (Based on Doom approach).
  • Subsurface Scattering.
Future
  • Atmospheric Scattering.
  • Dynamic resolution scaling.
  • Global Illumination.
  • Export on Windows.
  • UI components.
  • Make editor more stylish.

Documentation

Dependencies

License

  • Licensed under the MIT license, see LICENSE.txt for details.

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Game engine with an emphasis on architectual quality, targeting high end machines

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  • C++ 88.4%
  • C 5.9%
  • HLSL 4.8%
  • Makefile 0.6%
  • AngelScript 0.1%
  • Lua 0.1%
  • Other 0.1%