/SpartanEngine

Game engine with an emphasis on architectural quality and performance

Primary LanguageC++MIT LicenseMIT

Spartan is a research-focused game engine designed for real-time solutions, providing a dynamic experience. Not intended for game development yet, it serves as a valuable study resource due to its clean, modern, and high-quality architecture.

  • 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.

  • Adhering to the MIT license is appreciated. This means that you can copy all the code you want as long as you include a copy of the original license.

Status

build_status Discord

Livestreams

Occasional livestreams on Discord for interesting topics.

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
  • Depth of Field
  • 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). Can be extented to SSGI (Screen space global illumination)
  • 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
  • Mouse & keyboard input as well as controller support (tested with a PS5 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
  • AMD Compressonator for texture compression

Roadmap

Currently

Feature Completion Notes
Vulkan polishing 98% 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 - Low priority, first I get Vulkan to be as stable as possible.
Ray traced reflections - Low priority, first I get Vulkan to be as stable as possible.
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.