/Oxylus-Engine

Vulkan based Renderer and Game Engine

Primary LanguageC++Apache License 2.0Apache-2.0

Oxylus Engine

About

Render and Game engine built with Vulkan and C++. It is focused on stylistic and realistic 3D rendering.
This is my hobby project that I work on in my spare time to learn more about graphics programming and engine architectures. Also to produce some games including my dream game in the future.

Currently Windows and Mac (with MoltenVK) is supported.

Features:

  • Editor with features like Projects, Scenes and Saving/Loading Scenes, Content Browser, Prefabs, Shader Hot Reloading, Entity Parenting, and other entity manipulations, Inspector Panel which draws any component with its properties, Asset Manager, Material System&Editor, In-Editor Console, and a lot more QOL features...
  • Abstracted Vulkan renderer with Scene Graph built from scratch with ECS
  • Modern rendering features; Clustered Forward IBL PBR, SSAO, SSR, PCF Shadows, Bloom, Depth Of Field also various Post Processing techniques like HDR Tonemapping, Chromatic Aberration, Film Grain, Vignette, Sharpen
  • Multithreaded physics with Jolt.
  • Game scripting API with ECS events and ECS systems. Which has been used to build multiple games to test the API and engine in general. Read more: (Creating a Game With Oxylus)
  • 3D Audio with miniaudio

Showcase

PostProcessing PBR Testing scene with Depth Of Field, SSR, SSAO, Bloom, Vignette, Film Grain, Chromatic Aberration, Sharpen SSR SSR
Sponza scene with IBL PBR, SSAO, SSR and Directional Shadows

Building

Cmake

  • Directly run the root CMake script with a command like this:
    cmake -S . -B ./build/ -G "Visual Studio 17 2022" -A x64 to generate Visual Studio files in a build folder or open the project in a CMake supported environment.
  • Vulkan SDK must be installed and VULKAN_SDK env path in Windows and MacOS must be set in order to build the project (It is most of the time automatically set by the Vulkan SDK installer).

Dependencies

Special Mentions and Thanks To