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ax_anon – Game Engine Framework Prototype

Objective

More for personal learning or experiment purpose I did during free time

  • Cross-platform Render API: supported backend

    • Windows - DirectX 11/12, Vulkan, OpenGL
    • MacOSX – MoltenVK, Metal, OpenGL
    • Linux X11 – Vulkan, OpenGL
  • Shaders – HLSL for all platforms by compile to SPIRV for Vulkan, and SPIRV-cross to output Metal and GLSL

    • Contributed to SPIRV-cross, added --rename-interface-variable for Mac GLSL issue KhronosGroup/SPIRV-Cross#196
    • Compute Shader and output as vertex buffer
  • Material – support multi-pass shader, constant buffer thread-safe update

  • UI Framework – build from scratch base on RenderAPI

  • Editor Interface Scene View, Node based Graph, Inspector, Object Outliner, Move Object Handle

  • Undo/Redo

  • Load / Save Scene file

  • Node based Graph for Procedural Geometry

  • Subdivision Surface with The Dual half-edge mesh data structure (source code: axEditableMesh)


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On Windows

On Linux X11

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