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https://github.com/eliasvas/dengine
An older Game Engine from scratch!
https://github.com/eliasvas/dengine
game-engine glfw vulkan
Last synced: 2 days ago
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An older Game Engine from scratch!
- Host: GitHub
- URL: https://github.com/eliasvas/dengine
- Owner: eliasvas
- Created: 2022-03-09T17:55:47.000Z (almost 3 years ago)
- Default Branch: main
- Last Pushed: 2022-10-27T09:45:00.000Z (about 2 years ago)
- Last Synced: 2024-11-07T02:27:15.433Z (about 2 months ago)
- Topics: game-engine, glfw, vulkan
- Language: C
- Homepage:
- Size: 43.1 MB
- Stars: 1
- Watchers: 2
- Forks: 0
- Open Issues: 0
-
Metadata Files:
- Readme: README.md
Awesome Lists containing this project
README
# dEngine
## _A Game Engine from Scratch!_
[![Build Status](https://travis-ci.org/joemccann/dillinger.svg?branch=master)](https://travis-ci.org/joemccann/dillinger)dEngine is a cross-platform game engine made the old-school way.
A game might be made with the engine down the road, maybe.## Features
- Multithreaded Vulkan Rendering Backend
- Multithreaded Entity Component System + Job System
- Physically Based Renderer w/ Skeletal Animations
- Real-Time Profiling
- Cascaded Shadow Maps
## Building
Building is very easy since pretty much every dependency except Vulkan is statically linked.
There are different build scripts for Linux and Windows, but the process is as follows:
```sh
cd engine
make
cd build
./engine
```
(Optional): If you want faster shader compilation you can precompile all shaders from glsl to SPIR-V at build time, so you don't need to do it at runtime. All you have to do is execute the *compile_shaders.sh* script.
```sh
cd build
mkdir shaders
cd ..
./compile_shaders.sh
```
After that there should be a directory called */shaders* inside */build* that contains all shaders in SPIR-V format.## Dependencies
- Vulkan 1.3 (update your drivers!)
- shaderc (optional)