An engine which is the result of my never-ending quest to understand how things work and has become my go-to place for research. It's designed around the philosophy of favoring fast real-time solutions over baked/static ones, a spartan approach offering a truly dynamic experience.
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 goes into into building and maintaining a clean, modern and overall high quality architecture, an architecture that will ensure continuous development over the years ;-)
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.
Platform | API | Status | Quality | Binaries |
---|---|---|---|---|
Download | ||||
Beta | Download | |||
Alpha | Soon |
Feature | Completion | Notes |
---|---|---|
SDL integration | 100% | Use SDL for window creation and input (this also enables PlayStation controller support). |
Screen space global illumination | 100% | One bounce of indirect diffuse and specular light. |
Depth-of-field | 100% | Controlled by camera aperture. |
Temporal upsampling | 50% | Reconstruct a high resolution output from a low resolution input (fix some remaining bugs). |
DirectX 12 | 10% | RHI has already matured thanks to adding Vulkan, this should be easy. |
C# scripting (Replace AngelScript) | 50% | Using Mono (low priority since the engine is not ready for scripting games). |
Vulkan polishing | - | Optimise to outperform D3D11 in all cases and improve stability, things which will also make the engine API better. |
Ray traced shadows | - | Will start work on it once I get an RTX GPU and deprecate D3D11 in favour of D3D12. |
Ray traced reflections | - | Will start work on it once I get an RTX GPU and deprecate D3D11 in favour of D3D12. |
Eye Adaptation | - | Low priority. |
Subsurface Scattering | - | Low priority. |
Linux support | - | Vulkan and SDL is there, working on a linux port is now possible. |
微软披露了在Spartan web浏览器中所使用的新渲染引擎的更多信息,Windows 10的桌面版本和移动设备版本将预装该浏览器。\\ Charles Morris是Spartan项目的项目经理主管,他在一篇博客帖子中详细地解释了该项目背后的成因、IE浏览器的历史以及未来的计划。该项目的成因之一是为了打造一个能够与Chrome和Firefox竞争的现代化渲染引擎,除此之外,Morris还提到:“