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A game engine with a fully bindless, GPU-driven renderer featuring real-time path-traced global illumination, hardware ray tracing, and a physics simulation running at 200Hz, built over 12+ years of R&D

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Spartan Engine

Path traced. GPU driven. Built from scratch.

TWELVE YEARS  ·  ONE ENGINEER  ·  NEARLY 8,000 COMMITS  ·  WINDOWS AND LINUX  ·  DIRECTX 12 AND VULKAN

Build Status Discord License

Trailer  ·  Download  ·  The Plan  ·  Wiki  ·  Discord  ·  X  ·  Website

Spartan is a real-time C++ engine with path-traced global illumination, hardware ray tracing, a bindless GPU-driven renderer and a racing-grade vehicle simulation. Its rendering technology ships in Godot Engine and S.T.A.L.K.E.R. Anomaly, it features in a published programming book, and more than 600 engineers follow its development on Discord. The source is open, but the engine is not a product: no tutorials, no support queue, no compatibility promise. The code is the documentation, and it moves fast.

Watch the Spartan Engine trailer
Zakynthos: an open island some 30 km across, with towns, an airport, more than 200 spline roads, instanced forests and an FFT ocean Island coast: dynamic time of day, atmospheric scattering and shallow-water caustics Ferrari LaFerrari on a turntable, lit by three emissive tubes through volumetric fog
Sponza: ReSTIR path tracing, no light probes, no bake Liminal space: procedural and streamed, lit by path-traced global illumination Showroom: layered car paint with clearcoat and ray-traced reflections
Real-time captures. Zakynthos: an island some 30 km across with towns, an airport and 200+ spline roads  ·  Sponza and the liminal office: path traced, no bake  ·  Showroom: layered clearcoat paint and ray-traced reflections. Every world is fully simulated: walkable, interactive and drivable.

Features

No bake.
ReSTIR path-traced global illumination every frame. No probes, no lightmaps.
One draw per pass.
The GPU owns the data. Bindless buffers, GPU culling, a single indirect draw.
200 Hz.
Racing-sim vehicle dynamics inside a general-purpose engine.
Lighting and global illumination  ·  ReSTIR, ray tracing, IES profiles, clouds, fog, FFT ocean
  • ReSTIR path tracing with spatiotemporal reservoir resampling for real-time multi-bounce global illumination
  • Clustered deferred shading with a GPU-built logarithmic-Z grid and cone-vs-AABB culling for spots, so many local lights cost near-constant time per pixel
  • IES photometric light profiles (LM-63): spot lights emit the measured beam of a real fixture, from car headlights with regulation cut-offs to architectural downlights, with correct lumens and candela across direct lighting, volumetric fog and path tracing. A feature usually reserved for the big commercial engines
  • Hardware ray-traced reflections and shadows via ray queries
  • Atmospheric scattering and image-based lighting with bent normals
  • Volumetric clouds (Nubis-style) baked into the sky panorama, with cumulus and cirrus layers, multi-scatter lighting and aerial perspective
  • Froxel volumetric fog: one view-aligned volume for height and distance fog, sun shafts and underwater caustic shafts, with temporal reprojection and shadowing
  • FFT ocean with a Tessendorf spectrum and multi-cascade IFFT in compute, driving a camera-following clipmap with choppy displacement, dynamic normals and crest foam
  • Screen-space shadows (inspired by Days Gone) and XeGTAO ambient occlusion
  • Shadow map atlas with fast filtering and penumbra estimation
Rendering architecture  ·  bindless, GPU-driven, meshlets, universal HLSL

Geometry, materials, textures, lights, transforms and bounds live in persistent, globally accessible buffers. No per-draw descriptor updates, no per-draw resource binding, no CPU-side draw loops.

  • Zero-binding draw path: all per-draw data lives in a single bindless storage buffer, push constants carry only an index
  • Single global vertex and index buffer for all geometry (inspired by id Tech), with vertex pulling that bypasses the Input Assembler and is shared by rasterization and ray tracing
  • GPU-driven indirect rendering with per-meshlet frustum, Hi-Z occlusion and backface cone culling; the CPU issues a single DrawIndexedIndirectCount per pass
  • Meshlet clustering via meshoptimizer, with mesh shaders when available and a vertex-pulling fallback
  • Bindless everything: materials, lights, samplers, uber shaders, minimal PSO permutations
  • Universal HLSL compiled for both Vulkan (SPIR-V) and DirectX 12
  • GPU-side asset processing: mip generation (FidelityFX SPD) and texture compression (Compressonator) at load time, not baked offline
  • Unified deferred rendering: opaque and transparent surfaces share the same BSDF and render path
  • Async compute for SSAO and screen-space shadows, in parallel with shadow rasterization
Performance, camera and post-processing  ·  DLSS 4.5, XeSS, FSR 3.1 frame generation, TAAU, VRS, GT7 tonemapping, HDR10
  • NVIDIA DLSS 4.5 Super Resolution (SDK 310.9.1) and Intel XeSS 2.0.2 (SDK 3.0.2)
  • AMD FSR 3.1 frame generation (FidelityFX SDK 1.1.4) on Vulkan and D3D12, works on any vendor's GPU, with frame-generation-aware fps, latency and frame rate limiting
  • TAAU: temporal anti-aliasing with built-in upsampling, Halton jitter and variance-clipped history
  • Variable rate shading and dynamic resolution scaling
  • Foliage impostors as the final GPU LOD, so dense forests stay cheap at distance
  • Texture streaming within a fixed memory budget
  • Custom GPU breadcrumbs for crash tracing and post-mortem debugging
  • Physically based camera with auto-exposure and physical light units (lux, lumens and kelvin)
  • Tonemappers: ACES, AgX and Gran Turismo 7 (default), with HDR10 output
  • Post-processing: bloom, motion blur, depth of field, chromatic aberration, film grain and sharpening (CAS)
Vehicle dynamics at 200 Hz  ·  Pacejka tires, thermal brakes, LSD, aero, force feedback

A full vehicle dynamics model running inside the PhysX fixed-timestep loop. Not a gameplay approximation: racing-sim fidelity inside a general-purpose engine.

System Details
Tires Pacejka MF 5.2 with combined slip, thermal model, pressure, wear and multiple surfaces
Suspension Convex hull sweep contact, spring-damper, anti-roll bars, bump stops, bump steer, camber and toe
Weight transfer Geometric and elastic lateral split via roll centre heights and roll stiffness
Drivetrain Engine torque curve, turbo, 7-speed gearbox, rev-match, open, locked and limited-slip differentials, RWD, FWD and AWD
Brakes Thermal model with fade, front/rear bias and slip-threshold ABS
Aerodynamics Drag, front and rear downforce, ground effect, DRS and rolling resistance
Steering Ackermann geometry, high-speed reduction and self-aligning torque
Assists ABS, traction control and handbrake
Integration Semi-implicit Euler with consolidated net torque per wheel
Input Controllers and steering wheels with haptic feedback
Camera GT7-inspired chase camera with speed-based dynamics
Engine systems  ·  physics, animation, particles, weather, roads, Lua, audio, editor, profiler, VR
System Details
Platforms Windows (DirectX 12 and Vulkan) and Linux (Vulkan), with prebuilt binaries in every release
Physics PhysX with rigid bodies, character kinematics and vehicle dynamics
Animation Skeletal animation with keyframed clips, crossfade blending, four-bone skinning and two-bone IK with ground-aware foot planting
Particles GPU-driven compute emission and simulation, depth-buffer collision and soft blending
Weather Rain that soaks exposed surfaces, fills puddles and keeps covered areas dry, feeding tire grip
Procedural roads Catmull-Rom spline roads with extruded profiles, terrain conforming, instanced props and path followers
Scripting Lua 5.4 via Sol2 with the full engine API and lifecycle callbacks
Audio 3D positional audio, streaming, reverb and procedural engine synthesis via SDL3
Cinematics Camera cut sequencer with entity tracking, spline-driven movement and exact cut timing
Entity system Component-based with transform hierarchies, prefabs and XML serialization
Threading Hardware-aware thread pool with parallel loops and nested parallelism detection
Editor Hierarchy, asset browser, inspector, script and shader editors, gizmos, profiler and memory viewer
Profiling Nsight/RGP-style timeline with graphics and async compute lanes, RenderDoc integration and a GPU/CPU memory fragmentation map
Asset import 40+ model formats (Assimp), 30+ image formats (FreeImage), 10+ font formats (FreeType)
VR (WIP) OpenXR with multiview single-pass stereo on Vulkan and DirectX 12

Build

Prebuilt binaries ship with every release. From source, see the Building Guide.

# Windows: then open spartan.slnx (use d3d12 for DirectX 12, or no arguments for a menu)
generate_project_files.bat vs2026 vulkan
# Linux
tools/linux_dependencies.sh && ./generate_project_files.sh gmake vulkan && make config=release_x64

Worlds live in worlds/ as XML; their assets live in binaries/project/, excluded from Git and downloaded during setup. Start reading at Engine.cpp, the entry point, and the Lua Scripting Guide for gameplay code.

Build targets and architecture notes

Project generation creates three targets, all using the selected graphics backend:

Target What it is Executable
Spartan The editor spartan_<backend>_development.exe
SpartanRuntime The game and HUD, without editor widgets spartan_<backend>_runtime_development.exe
SpartanEngine The runtime without car or game implementations (SP_GAME off) spartan_<backend>_engine_development.exe

The runtime targets take an existing world with --world <absolute-world-path> and start play once it is prepared. Resource paths remain relative to the executable, as in the editor. The editor's -game option hides its panels.

With dependencies already installed, regenerate without downloading them:

tools/premake5.exe --file=tools/premake.lua --skip-setup vs2026 vulkan

Game and engine boundary. source/game/GameWorld.cpp installs application behavior into the world lifecycle. Camera controls, island rules, vehicle render submissions and vehicle commands live in that layer. Rendering accepts surface and selection data, and vehicle physics implementation and state live under source/car. The Physics component keeps its existing world and Lua interfaces. Worker model imports publish their entity hierarchy through World::EntityBatch::Commit() after construction succeeds.

SpartanEngine worlds. Use worlds containing engine components only; vehicle prefabs, traffic, race drivers, route drivers, car resets and skid marks belong to the game targets. The solution build compiles this target too, keeping the dependency boundary checked in CI.

Physics. Scene stepping and contact observation use game-independent callbacks; the game installs vehicle contact handling. Vehicle state is opaque to engine consumers, while the existing Physics authoring and Lua API remains compatible.

Asset ownership. World saves record native asset ownership in OwnedResources. Automatic cleanup only removes unreferenced files recorded there; unlisted files, shared libraries, sculpt data and generated caches keep their separate lifetimes. Legacy worlds acquire ownership of referenced assets when saved and do not prune unrelated legacy files.

Component attributes. Attributes exposed for editing go through the component's setters. Raw copy-only or derived fields are read-only; use the named authoring properties for edits.

Play lifecycle. Play startup captures all authored transforms before any component starts, with both phases spread across frames. Stopping play drains completed worker batches before restoration and removal. World unload cancels staged work and clears renderer scene references and temporal history while preserving device lookup tables.

In the Wild

Projects built on Spartan code can be featured here. Get in touch.

Community

Discord: rendering deep dives and work in progress, 600+ engineers  ·  Contribute: contributors get exclusive perks designed to accelerate learning  ·  Sponsor: funds the hosting behind the one-click setup  ·  Podcast: Exploring the tech world and beyond, conversations across cutting-edge industries, on YouTube and Spotify

License

Free for noncommercial use under the Spartan Engine License 1.0. Commercial use requires prior written permission and negotiated payment terms.

License summary

The license permits free noncommercial use, modification, and redistribution, including reuse of covered code in other projects. Keep the copyright notice identifying Panos Karabelas and the license with redistributed code; compiled distributions must carry them in documentation or accessible legal notices.

Commercial fees, royalties, or a combination are agreed case by case, with no automatic rate or revenue threshold. This applies to the engine and covered code copied into other games, engines, libraries, tools, or applications. Contact Panos Karabelas to discuss your project.

Third-party components retain their own licenses. Copies and versions previously released under MIT retain their existing permissions. See license.md for the complete terms.

About

A game engine with a fully bindless, GPU-driven renderer featuring real-time path-traced global illumination, hardware ray tracing, and a physics simulation running at 200Hz, built over 12+ years of R&D

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