SpartanEngine

授权协议 MIT License
开发语言 C#
所属分类 游戏/娱乐、 游戏模拟器/工具/引擎
软件类型 开源软件
地区 不详
投 递 者 常英毅
操作系统 跨平台
开源组织
适用人群 未知
 软件概览

Spartan Engine

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.

Download

Platform API Status Quality Binaries
Download
Beta Download
Alpha Soon

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
  • 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)
  • 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
  • Custom mip chain generation (Higher texture fidelity using Lanczos3 scaling)
  • Font rendering
  • Frustum culling
  • Physics (Rigid bodies, Constraints, Colliders)
  • Entity-component system
  • Event system
  • Input (Mouse, Keyboard, 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# scripting (Mono)
  • 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)
  • AMD FidelityFX Contrast Adaptive Sharpening
  • AMD FidelityFX Single Pass Downsampler
  • AMD FidelityFX Super Resolution
  • AMD Compressonator for texture compression

Roadmap

v0.32-35 (WIP)
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.
Future
  • Skeletal Animation.
  • Atmospheric Scattering.
  • Dynamic resolution scaling.
  • Export on Windows.
  • UI components.
  • Make editor more stylish.

Documentation

Dependencies

License

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

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