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Modern game engine for open world space survival. DOD ECS, deferred shading, custom renderer.

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wagnerks/StelForge

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🌌 Stellar Forge Engine (aka STELFORGE ENGINE // SFE)

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A fast, modern game engine — forged among the stars.


🧪 Disclaimer

This is a personal pet project, with a lot of drafts, junk code, and experimental systems. I'm actively building core modules and polishing them one by one — this engine is in flux, and I like it that way.


🎯 Vision

Build a modern, high-performance game engine with:

  • Data-Oriented ECS architecture
  • Custom renderer (OpenGL → Vulkan/DirectX in future)
  • Designed for large-scale open world space survival
  • High-quality lighting, realistic planetary systems
  • Future support for procedural galaxies, atmospheres, and space fog
  • Cross-platform flexibility and full control over memory, rendering, and logic

🚀 Features

✅ Core Systems (done / working)

  • Entity Component System (ECS) with Data-Oriented Design
  • OpenGL Scene Rendering
  • 3D Models Loading (.obj)
  • ImGui Integration
  • Deferred Shading Pipeline
  • Directional Light with Shadow Mapping (Ortho)
  • Point Light Support
  • Frustum Culling
  • Level of Detail (LOD)
  • HDR Rendering
  • Object Selection (click-based picking)
  • Outlines
  • Custom Shader Injection for Drawables
  • Custom Allocator for ECS
  • Logs (stdout)

🧩 In Progress / Planned

  • Perspective Shadow Maps
  • Skybox/Sky System (current version bad, will redo)
  • [ ] Screen-space LOD (not just distance)
  • Batcher (draft exists)
  • Own 3D Math Library
  • Custom Allocator for Assets (models, textures)
  • Entity Actions System
  • Precompiled Model Format
  • In-Engine GUI (ImGui is great, but not ideal for runtime)
  • Model Material Maps (Specular, Roughness, etc.)
  • Skeleton Animation System (draft exists)
  • 3D Normals Converter Tool (halfway working)
  • Visual Utilities for Scene Editing (draft exists)
  • Drag & Drop System (draft exists)
  • SSAO (too slow, glitchy with fast movement)
  • SSR
  • Volumetric Fog & Clouds (with shadows)
  • Depth Culling (draft exists)
  • Logs to file
  • Dynamic Mesh Support
  • Vulkan & DirectX Render Backends
  • Ray Tracing Support
  • Grass Rendering System

🌠 Long-Term Ambition

The end goal is to support a massive procedural open world:

  • Multi-scale planetary systems
  • Dynamic lighting
  • Volumetric atmospheres
  • Scalable world streaming
  • Custom physics
  • Full control over performance bottlenecks

🧵 Notes

I'm not trying to make a “Unity alternative” — I want full control.
The code is messy, fast-evolving, and sometimes chaotic — but I’m keeping it fun and learning everything I can from it.


📸 Gallery

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Stellar Forge Lighting Demo

WIP screenshots / dev logs coming soon. Stay tuned!


✨ License

To be decided. For now, free to view and learn from, not for commercial use without permission.

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Modern game engine for open world space survival. DOD ECS, deferred shading, custom renderer.

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