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Clean up readme
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ajweeks committed Aug 29, 2023
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[![linux](https://github.com/ajweeks/FlexEngine/actions/workflows/build_linux.yml/badge.svg)](https://github.com/ajweeks/FlexEngine/actions/workflows/build_linux.yml)
[![MIT licensed](https://img.shields.io/badge/license-MIT-blue.svg)](LICENSE.md)
[![forthebadge](https://forthebadge.com/images/badges/works-on-my-machine.svg)](https://forthebadge.com)

Flex Engine is a personal game engine I began work on in early 2017. I use it as a playground for learning about real-time rendering and simulation techniques, and I'm starting to make a sandbox game with it. I try to keep [master](https://github.com/ajweeks/FlexEngine/tree/master) reasonably stable, and therefore update it infrequently. See [development](https://github.com/ajweeks/FlexEngine/tree/development) for the latest changes.
Flex Engine is a personal game engine I began work on in early 2017. I use it as a playground for learning about real-time rendering and simulation techniques. Flex Engine is not a commercial game engine nor is it intended for public use.

#### Notable Features
- Vulkan rendering backend
- In-game scripting language compiler/editor & virtual machine evaluator
- Conditional checksum-based shader recompilation
- File modification monitoring for textures, meshes, prefabs, shaders, config files, etc.
- Built-in profiling capture/inspection tools
## Building Flex
See [build.md](build.md)

## Notable Features
- Vulkan rendering backend ([VulkanRenderer.cpp](FlexEngine/src/Graphics/Vulkan/VulkanRenderer.cpp))
- In-game scripting language compiler/editor & virtual machine ([VirtualMachine.cpp](FlexEngine/src/VirtualMachine/Backend/VirtualMachine.cpp))
- Conditional checksum-based shader recompilation ([ShaderCompiler.cpp](FlexEngine/src/Graphics/ShaderCompiler.cpp))
- File modification monitoring for textures, meshes, prefabs, shaders, config files, etc. ([ResourceManager.cpp](FlexEngine/src/ResourceManager.cpp))
- Scene editor with serialization ([BaseScene.cpp](FlexEngine/src/Scene/BaseScene.cpp))
- Editor tools (transform gizmo, property editor, keybinding editor, etc.) ([Editor.cpp](FlexEngine/src/Editor.cpp))
- Basic profiling capture/inspection tools
- Support for Windows & linux
- Scene editor with serialization
- Rendering:
- Marching cubes terrain generator & renderer
- Marching cubes terrain generator & renderer
- Gerstner wave ocean renderer
- Rectangular area lighting
- Physically based shading model
- Image based lighting
- Screen-space ambient occlusion
- Stable cascaded shadow mapping
- Temporal anti-aliasing
- Signed-distance field font generation & rendering
- GPU particle simulation
- Rectangular area lights (direct-only diffuse & specular)
- Physically-based shading model
- Image-based lighting
- Screen-space ambient occlusion
- Stable cascaded shadow mapping
- Temporal anti-aliasing
- Signed distance field (SDF) font generation & rendering
- GPU-based particle simulation

![](FlexEngine/screenshots/2021-05-22_21-05-20.jpg)
**Procedural terrain generated on the GPU**
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![](FlexEngine/screenshots/2018-07-08_21-52-09.png)
**View into editor**

![](FlexEngine/screenshots/2017-10-08_11-38-06-combined.jpg)

![](FlexEngine/screenshots/2017-10-08_10-46-22-combined.jpg)

![](FlexEngine/screenshots/2017-10-08_10-33-45-combined.jpg)

<div style="display: inline-block; padding-bottom: 20px">
<img src="FlexEngine/screenshots/2017-10-08_14-35-01.png" width="49%"/>
<img src="FlexEngine/screenshots/2017-10-08_14-41-35.png" width="49%" style="float: right"/>
</div>

![](FlexEngine/screenshots/2017-10-08_10-41-01_360_edited.gif)

See more screenshots [here](https://github.com/ajweeks/FlexEngine/tree/development/FlexEngine/screenshots)

## Building Flex
See `build.md`

## Dependencies
Flex Engine uses the following open-source libraries:
- [Bullet](https://github.com/bulletphysics/bullet3) - Collision detection & rigid body simulation
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- [volk](https://github.com/zeux/volk) - Vulkan meta-loader

## License
Flex engine is released under The MIT License. See [license.md](LICENSE.md) for details.
Flex engine is licensed under the MIT license. See [LICENSE.md](LICENSE.md) for details.

## Acknowledgements
A huge thank you must be given to the following individuals and organizations for their incredibly useful resources:
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