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.
- 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
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
- Recursively clone the repository using your method of choice (SourceTree, git bash, ...)
- Ensure GENie is either on your PATH, or
genie.exeis in the
generate-vs-files.bat(this simply runs the command
- 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 license.md for details.
A huge thanks to the following people/organizations for their incredibly useful resources:
- Alexander Overvoorde of vulkan-tutorial.com
- Sascha Willems of github.com/SaschaWillems/Vulkan
- Baldur Karlsson of github.com/baldurk/renderdoc
- Joey de Vries of learnopengl.com
- Andrew Maximov for the pistol model and textures artisaverb.info/PBT.html
- FreePBR.com for the wonderful PBR textures
- All of the library authors/contributors for their awesome OSS!
Stay (somewhat) up to date about this project on my blog at ajweeks.wordpress.com/tag/flex-engine/.