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4.0 1.0 2.0 215.59 MB

3d game engine with ecs

CMake 0.06% GLSL 0.21% Batchfile 0.01% C++ 58.94% C 37.95% HTML 0.01% Python 0.11% Lua 0.09% Makefile 0.04% Objective-C 0.06% Shell 0.01% C# 1.65% ASP.NET 0.32% HLSL 0.02% TeX 0.55%

gameengine-mapleengine's Introduction

Introduction

Maple-Engine is my own engine for leaning mordern engine and rendering technique.

Realtime Volumetric Cloud

Atmospheric Scattering

Light Propagation Volumes

image

Current Features

  • OpenGL/Vulkan backends
  • Entity-component system( Based on entt )
  • PBR/IBL
  • Global Illumination(Light Propagation Volumes)
  • Directional lights + Cascaded shadow maps
  • Soft shadows (PCF)
  • Screen Space Ambient Occlusion (SSAO)
  • Screen Space Reflections(SSR)
  • Lua Scripting
  • Skinned Mesh
  • C# Scripting (Mono)
  • Ray-marched volumetric lighting
  • Atmospheric Scattering
  • Realtime Volumetric Cloud ( Based on Horizon Zero Dawn )
  • Post-process effects (Tone-Mapping.)
  • Event system
  • Input (Keyboard, Mouse)
  • Profiling (CPU & GPU)
  • Batch2D Renderer

Roadmap

Feature Completion Notes
Reflective Shadow Map 100% High priority
Light propagation volumes 100% High priority
C# scripting 80% Using Mono (no engine API exposed yet)
Vulkan porting 90% support Compute and Tessellation shader
Skinned Mesh 70% High priority
Precomputed Light Field Probes 0% High priority
Screen space global illumination 0% High priority
Animation and State Machine 0% Implemented in Raven Engine
Precomputed Atmospheric Scattering - Low priority
Subsurface Scattering - Low priority
Ray traced shadows - -
Ray traced reflections - -
Linux support - -
Android support - -
Mac support - -
iOS support - -

gameengine-mapleengine's People

Contributors

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Stargazers

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Watchers

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Forkers

archar123 jichao

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