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Flex Engine

MIT licensed

Flex Engine is my personal game engine which I began work on in February 2017 as a playground for learning about real-time technology. During the first year of development I focused on the renderer, after which I began adding support for the plethora of other necessary systems that a game engine requires.

Notable Features

  • Support for both Vulkan and OpenGL, switchable at runtime
  • Signed-distance field font generation & rendering
  • Physically Based Rendering (PBR)
  • Image Based lighting (IBL)
  • Reflection probes
  • Post-processing stage
  • Custom scene file format
  • Scene editor
  • Scene serialization
  • Physics simulation
  • Audio playback
  • Profiling tools

Profiler overlay showing a breakdown the CPU-time of a single frame

GBuffer (top-left to bottom-right): position, albedo, normal, final image, depth, metallic, AO, roughness

Building Flex (Windows-only)

If you want to build Flex Engine on your own system, follow these steps. You an always download the latest release binaries here if that's what you're after.


  • Visual Studio 2015
  • GENie


  1. Recursively clone the repository using your method of choice (SourceTree, git bash, ...)
  2. Ensure GENie is either on your PATH, or genie.exe is in the scripts/ directory
  3. Run generate-vs-files.bat (this simply runs the command genie vs2015)
  4. Open build/FlexEngine.sln
  5. Build and run!


Flex Engine uses the following open-source libraries:

  • Assimp - Model loading
  • ImGui - User interface
  • stb - Image loading
  • glfw - Window creation, input handling
  • glad - OpenGL profile loading
  • glm - Math operations


Flex engine is released as open source under The MIT License. See for details.


A huge thanks to the following people/organizations for their incredibly useful resources:


Stay (somewhat) up to date about this project on my blog at