The Aurora Render is a Graphics Renderer focused on performance and control, created specifically for the Modding and 3D Asset Development community.
Warning
The current version is pre-alpha, meaning the renderer is currently limited to importing models in the .OBJ format.
To ensure low-level control, performance, and portability, Aurora Render relies on the following libraries:
| Library | Version | Primary Function |
|---|---|---|
| SDL (Simple DirectMedia Layer) | 3.0+ | Window management, OpenGL context, input (mouse/keyboard), and timing. |
| GLAD | 0.1.36+ | OpenGL function pointer loader (GL functions). |
| GLM (OpenGL Mathematics) | 0.9.9+ | Vector and matrix mathematics library, essential for 3D transformations (Model, View, Projection). |
| Assimp (Open Asset Import Library) | 5.0+ | Loading of various 3D model formats (e.g., .obj, .fbx, .dae), abstracting mesh reading. |
| iOSTREAM/cmath/vector | C++ Standard Library | Basic I/O, mathematical functions (trigonometry), and data management (containers). |
Aurora is not a full Game Engine, but rather the low-level graphics core, ensuring maximum efficiency and control.
- Base Language: C++. We prioritize C++ for total control over the hardware and runtime.
- Memory Control: Architecture focused on manual and optimized memory allocation. This eliminates garbage collector overhead and ensures that manipulating large vertex meshes is ultra-fast.
- Graphics Backend: We use OpenGL 3.3+ (orchestrated via GLAD) for high performance and portability.
- Scripting Engine: The graphics engine is architected to support C# and LUA bindings. This will allow the community to create third-party plugins, specific format parsers, and automation tools using managed languages (FUTURE).
- Rendering Pipeline: The shader system is modular, allowing users to configure the pipeline to accurately simulate the lighting environment of their target game (FOR DEVS WHO WILL MODIFY THE SOURCE CODE).
Aurora Render serves as the last line of defense against visual bugs in mods:
| Feature | Function | Importance |
|---|---|---|
| Normal Visualization | Real-time check of lighting and normal vectors. | CRITICAL: Ensures the model's shading is correct (no dark/gray faces) for older games. |
| Transformation Matrices | Fine-tuning of Scale, Rotation, and Translation. | ESSENTIAL: Corrects pivot and scale issues that break the geometry or position of the asset in the game. |
| 6DOF Camera | Free and controllable camera (FPS Style) with the mouse. | EASY INSPECTION: Allows rapid navigation for inspecting all mesh angles. |
| Platform | Status | Notes |
|---|---|---|
| Windows | Unstable (Prototype) | Primary focus and under active development; currently unstable but functional. |
| Linux | In Development | Active portability via OpenGL/SDL. |
| Android | Planned | Future support for mobile asset visualization. |
Aurora Render will be Open Source. We encourage the community to join us!
- Report Bugs: Open an issue for any malfunction.
- C++ Optimization: Contribute Pull Requests (PRs) to optimize the core and memory management.
- Plugin Development: Utilize the C# and LUA bindings (future) to create specific tools for the community.
Stay tuned for the first alpha release and the complete Contribution Guide!
