{"id":13441382,"url":"https://github.com/CyberHazeGames/Nuclear-Engine","last_synced_at":"2025-03-20T11:38:39.391Z","repository":{"id":63672030,"uuid":"108473651","full_name":"Zone-organization/Nuclear-Engine","owner":"Zone-organization","description":"A W.I.P Modern C++20 Cross-Platform Game Engine with C# 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align=\"center\"\u003e\n  \u003cimg src=\"https://user-images.githubusercontent.com/11663821/206862862-6e1c396d-f782-43e8-bbc1-1bb7f8a38184.png\"\u003e\n\u003c/p\u003e\n\u003ch3 align=\"center\"\u003eW.I.P Cross-platform 3D Game Engine written in C++20 with C# Scripting\u003c/h3\u003e\n\u003cp align=\"center\"\u003e\n  \u003ca href=\"#Building\"\u003eGetting Started\u003c/a\u003e |\n  \u003ca href=\"#Features\"\u003eFeatures\u003c/a\u003e |\n  \u003ca href=\"#Dependencies\"\u003eDependencies\u003c/a\u003e |\n  \u003ca href=\"#RoadMap\"\u003eRoadMap\u003c/a\u003e\n\n## Preview\nFor more examples, please see [Samples](https://github.com/Zone-organization/Nuclear-Engine/tree/master/Samples).\n![Sample2](Sample2.gif \"Sample2 Demo Logo\") \n\n## Features\nList is W.I.P (There are lots of features not written here)\n\n\u003cdetails\u003e\n\t\u003csummary\u003e\u003cb\u003eEngine\u003c/b\u003e\u003c/summary\u003e\n\t\n\t- Custom Entity Component System (using entt as back-bone while providing systems that manages components)\n\t- Multi-Threaded tasks execution (Job-system)\n\n\n\u003c/details\u003e\n\u003cdetails\u003e\n\t\u003csummary\u003e\u003cb\u003eAssets\u003c/b\u003e\u003c/summary\u003e\n\t\n\t- All assets are loaded/imported asynchronously.\n\t- Uses Assimp to import 40+ 3D model formats.\n\t- Uses Freeimage to import 30+ image formats.\n\t- Uses libsndfile to import 20+ sound files formats.\n\t- All imported assets are exported into a unified formats for faster loading.\n\t- All imported assets have a meta file that describes further loading.\n\t- Every asset is identified with a unique UUID given on its creation.\n\t- Section W.I.P\n\n\u003c/details\u003e\n\u003cdetails\u003e\n\t\u003csummary\u003e\u003cb\u003eGraphics\u003c/b\u003e\u003c/summary\u003e\n\n\t- Dynamic light Component (Directional \u0026 Point \u0026 Spot)\n\t- Flexable Material System (using different pipelines/shaders/textures for every material)\n\t- Shadow Mapping for all light sources.\n\t- PBR With Image Based Lighting shaders.\n\t- Section W.I.P\n\n\u003c/details\u003e\n\u003cdetails\u003e\n\t\u003csummary\u003e\u003cb\u003eAudio\u003c/b\u003e\u003c/summary\u003e\n\n\t- Uses OpenAL or XAudio2 as a low-level backends\n\t- Section W.I.P\n\n\u003c/details\u003e\n\u003cdetails\u003e\n\t\u003csummary\u003e\u003cb\u003ePhysics\u003c/b\u003e\u003c/summary\u003e\n\n\t- PhysX 4.1 integration\n\t- Section W.I.P\n\n\u003c/details\u003e\n\u003cdetails\u003e\n\t\u003csummary\u003e\u003cb\u003eScripting\u003c/b\u003e\u003c/summary\u003e\n\n\t- C# Scripting through Mono\n\t- Section W.I.P\n\n\u003c/details\u003e\n\n\n## Building\n\nFollow the instructions below to compile and run the engine from source.\nIf you wish to build with another compiler/platform, please note that:\n  - The engine requires a C++20 compiler and currently only supports x64 platforms (support for x32 is planned)\n  - The engine doesn't contain platform-specific code and is written with cross-platform portability in mind, so porting to other platforms should be easy.\n\n## Windows\n\n* Visual Studio 2022 or newer is required if you wish to build the solution directly\n* Clone repo \u0026 submodules\n* Run **RunCmakeForDependencies.bat**\n* Compile Assimp \u0026 Diligent \u0026 OpenAL-soft found in External/CmakeProjects\n* Download and compile the remaining dependencies (PhysX \u0026 FreeImage \u0026 Freetype \u0026 msdf-atlas-gen 'as static lib')\n* Run **CopyDependenciesBinaries.bat**\n* Open `Nuclear Engine.sln` and set your solution configuration and platform\n* Compile \n\n## Other Platforms\n  - Planned platforms: \n    - Desktop: Linux - MacOS\n    - Mobile: Android - IOS\n\t\nConsoles are planned but not a priority now...\n\n\n## Dependencies\n| Dependencies | Type | Buildling |\n| ------ | ------ | ------ |\n| Assimp | Submodule | built with cmake |\n| DiligentCore | Submodule | built with cmake |\n| OpenAL-soft | Submodule | built with cmake |\n| PhysX 4.1 | submodule | Built with their provided build-tools |\n| Freeimage | submodule | Built with their provided build-tools |\n| Freetype | submodule | Built with their provided build-tools |\n| msdf-atlas-gen | submodule | Built with their provided build-tools |\n| Mono | External | Put headers in External/mono |\n| SDL2 | External | Put headers in External/SDL/include |\n| libsndfile | External | Put the .lib in your Build Output directory |\n| spdlog | included | Built with the engine |\n| IMGUI | included | Built with the engine |\n| stb_truetype | included | Built with the engine |\n| entt | included | Built with the engine |\n| zpp::bits | included | Built with the engine |\n\nDownload external dependencies through their sites.\nPut all their .lib in the bin folder.\n\n## RoadMap\n  - V0.01 Alpha:\n    - Complete RenderSystem (50%) \n\t- Complete AudioSystem Implementation. (75%) \n\t  - Fix AudioSource/Listener Velocity change callbacks\n\t  - Add Support for streaming AudioClips\n\t  - Add AudioCapture support (Microphones)\n\t- Basic Implementaion of PhysX.\n\t- Complete Samples \u0026 their documentation.\n\n## Current To-dos \n  - W.I.P:\n    - CPU \u0026 GPU Queries \u0026 Memory/Performance Profilers\n  \t- Use CMake instead of Visual Studio / Port to linux.\n    - New Rendering Effects (Fog - SSAO - SSR - Motion Blur)\n\t- PostProcessing effects should be processed per camera not only in the main camera.\n\t- Start implementing 2D sprite rendering (+ start implementing GUI/Text Rendering)\n\t\n  - On-Hold:\n    - Text rendering (text tile-set creation finished)\n\t- Basic Editor support (Nuclear Editor).\n\t- Finish reflecting the C++ api to the C# scripting assembly (prob provide a build-time solution that builds a binding lib?)\n  \t- Serializing the scene \u0026 assets.\n\n  - TODO:\n  \t- CSM\n\t- FIX BRDF generation in IBL Pipeline\n\t- Clean and document Samples.\n\t- GUI (basic widgets)\n\t\n\t\n## Contributing\n\n* Contributions are welcome, just open a pull request or an issue. You can also join us in GitHub Discussions.","project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2FCyberHazeGames%2FNuclear-Engine","html_url":"https://awesome.ecosyste.ms/projects/github.com%2FCyberHazeGames%2FNuclear-Engine","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2FCyberHazeGames%2FNuclear-Engine/lists"}