/FlexEngine

A personal game engine

Primary LanguageC++MIT LicenseMIT

Flex Engine

MIT licensed

Flex Engine is my personal game engine which I began work on in February 2017 as a playground for learning about real-time technology. During the first year of development I focused on the renderer, but since then I have been focusing on adding support for other systems.

Notable Features

  • Support for both Vulkan and OpenGL
  • Signed-distance field font generation & rendering
  • Physically based rendering
  • Image based lighting
  • Scene editor with custom file format
  • Profiling tools
  • In-game scripting language
  • Conditional checksum-based shader compilation

Profiler overlay showing a breakdown the CPU-time of a single frame

GBuffer (top-left to bottom-right): position, albedo, normal, final image, depth, metallic, AO, roughness

See more screenshots here

Building Flex (Windows-only)

If you want to build Flex Engine on your own system, follow these steps. You an always download the latest release binaries here if that's what you're after.

Requirements:

  • Visual Studio 2015 (or later)
  • GENie

Steps

  1. Recursively clone the repository to get all submodules
  2. Ensure GENie is either on your PATH, or genie.exe is in the scripts/ directory
  3. Run scripts/generate-vs-*-files.bat (this simply runs the command genie vs2015 or genie vs2017)
  4. Open build/FlexEngine.sln
  5. Build and run!

Dependencies

Flex Engine uses the following open-source libraries:

  • Bullet - Collision detection & rigid body simulation
  • FreeType - Font loading
  • glad - OpenGL profile loading
  • glfw - Window creation, input handling
  • glm - Math operations
  • ImGui - User interface
  • OpenAL - Audio loading and playback
  • stb - Image loading
  • cgltf - Mesh loading

License

Flex engine is released as open source under The MIT License. See license.md for details.

Acknowledgements

A huge thank you must be given to the following individuals and organizations for their incredibly useful resources:

Blog

Stay (somewhat) up to date about this project on my blog at ajweeks.com/blog