
A lightweight, bloat-free 3D game engine for fast development and rapid iteration
π Contributing | πββοΈ About Nuro | π¨ Building | π· Showcase | π Features
Hey! This project is currently under development.
Please take a look at the vision below! π
β Feel free to star the project, it motivates a lot :)
πββοΈ Please join the Discord-Server for contributing, asking for help, reporting bugs and submitting suggestions:
π https://discord.gg/hHh3m6Vncz
β‘ Nuro is a 3D game engine written in C++ designed for rapid iteration and a seamless development workflow. Itβs supposed to help developers focus on what matters most, with minimal setup and no interruptions.
π It's an intuitive and easy-to-understand tool for rapid game prototyping and quickly building small games, perfect for game jams. Its synchronous architecture ensures zero delays between developing and testing your game!
β It's is not another high-performance AAA-Engine, there's plenty of awesome options for that! Instead the goal is to deliver a smooth, efficient, and intuitive development experience tailored for smaller projects.
This project is still in an early state and not ready to use yet, however please feel encouraged to help realize the vision by contributing. To get an overview of the current state of the project, check out the showcase. π·
Screenshot of an example scene within the Nuro Editor
Nuro uses CMake and vcpkg for building and managing dependencies.
# Create a build directory and navigate into it
mkdir build && cd build
# Build the project using CMake and specify the vcpkg toolchain file
cmake .. -DCMAKE_TOOLCHAIN_FILE=[path_to_vcpkg]/scripts/buildsystems/vcpkg.cmake
# Optionally, you can build the project after configuring it
cmake --build .
Important
CMake 4.x pre-release may cause dependency build failures. We recommend using CMake 3.x stable.
- π₯οΈ Intuitive Editor
- Instant game testing without compiling or resource loading.
- Multiple workspaces tailored for their use cases (Sketch):
- π Project Workspace
- Manage project settings and resources.
- β General Workspace
- All-purpose development, entity and world inspectation etc.
- π Level Building Workspace
- Support for fast level prototyping.
- π±οΈ Scripting Workspace
- Comprehensive overview for the games logic.
- π¦ Lighting Workspace
- Fine tuning of the scenes lighting settings.
- π Audio Workspace
- Audio mixing and audio source overview.
- π UI Editor Workspace
- Reserved for building the ingame user interface.
- β¨ Post Processing Workspace
- Finetune post processing volumes and color correction.
- π Project Workspace
- π‘ Physically-Based 3D Renderer
- Supports various PBR material effects: Normal-, Height-, Emissive Mapping, and more.
- Supports both hard shadows and soft shadows.
- Includes a variety of built-in post-processing effects:
- Screen-Space-Ambient-Occlusion
- Chromatic Aberration
- Motion Blur
- Bloom
- etc.
- Utilizing a modern OpenGL 4.x backend to ensure cross-platform capabilities.
- π Entity-Component-System
- The engine's base components use a data-driven entity-component-system to ensure efficiency.
- βοΈ Physics using NVIDIA's PhysX
- The physics layer ensures support for realistic and performant 3D simulations.