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* Castor3D: Fixed textured overlays rendering.  
* Castor3D: Fixed torus normals.  
* Castor3D: Updated GBuffer, to handle miplevels.  
* Castor3D: Fixed point light shadow maps.  
* Castor3D: A bit of rework for shadow shaders.  
* Castor3D: Some bug fixes.  
* Castor3D: Reworked LPV passes names.  
* Castor3D: Added "include" command to root section is cscn files.  
* Castor3D: Fixed materials creation from root section in cscn files.  
* Castor3D: Added support for Vulkan allocation callbacks.  
* Castor3D: Fixed Parallax mapping borders.  
* CastorUtils: Added a ctor to ImageLayout, to specify its type.  
* CastorUtils: Fixed debug console on Windows.  
* BloomPostEffect: Fixed.  
* CastorGui: Updated a bit, through testing.  
* GuiCommon: Updated Recorder.  
* CastorViewer: Merged buttons to display lists and properties.

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Castor3D is a 3D engine written in C++ 17.
It works on Windows and also on GNU/Linux.
It relies on RendererLib as a rendering API, allowing Vulkan, OpenGL 3.X and OpenGL 4.X.
It is still a work in progress, feel free to contribute!


  • Deferred rendering.
  • Normal mapping.
  • Parallax Occlusion mapping.
  • Screen Space Ambient Occlusion (using Scalable Ambiant Obscurance implementation).
  • Shadow Mapping (allowing to choose between Raw, PCF or Variance Shadow Maps).
  • Reflection/Refraction Mapping.
  • PBR rendering (Metallic and Specular workflows), and Legacy rendering.
  • HDR rendering with various tone mapping operators.
  • Screen Space Subsurface Scattering (without backlit transmittance yet).
  • Volumetric Light Scattering for directional light source projecting shadows.
  • Cascaded Shadow Maps for directional light sources.
  • Frustum culling.
  • Scene graph.
  • Modular architecture through plug-ins.
  • Shaders are generated automatically from material and pass configuration.
  • Shaders are writable directly from C++ code.

Implemented Plug-ins


  • VkRenderSystem.
  • Gl3RenderSystem.
  • Gl4RenderSystem.


  • ASSIMP: Multiple format mesh importer.
  • PLY: Stanford Polygon library mesh importer.
  • OBJ: Wavefront OBJ mesh importer.


  • Loop subdivision surfaces.
  • Phong tessellation.
  • PN-Triangles surfaces.


  • Bloom: HDR Bloom implementation.
  • FilmGrain: To display some grain on the render.
  • GrayScale.
  • LightStreaks (using Kawase Light Streaks).
  • FXAA Antialiasing.
  • SMAA Antialiasing (1X and T2X so far).
  • Linear Motion Blur.


  • DiamondSquareTerrain: to generate terrains inside Castor3D scenes, using diamond-quare algorithm.


  • CastorGUI: to build GUIs inside Castor3D scenes.


  • LinearToneMapping: Default tone mapping.
  • HaarmPieterDuikerToneMapping: Haarm Pieter Duiker tone mapping.
  • HejlBurgessDawsonToneMapping: Hejl Burgess Dawson tone mapping.
  • ReinhardToneMapping: Reinhard tone mapping.
  • Uncharted2ToneMapping: Uncharted 2 tone mapping.

Other applications

  • CastorViewer: A scene viewer based on Castor3D.
  • CastorMeshConverter: A converter from various mesh files to Castor3D mesh format.
  • CastorMeshUpgrader: Upgrades from earlier versions of Castor3D mesh format to the latest one.
  • ImgConverter: Allows you to convert any image file type to XPM or ICO.

Sponza Cerberus Park, Legacy Park, PBR Nyra, PBR SanMiguel, PBR



You can rech me on the Discord server dedicated to my projects: DragonJoker's Lair

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