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Introduction

Maple-Engine is my own engine for leaning mordern engine and rendering technique.

Realtime Volumetric Cloud

Atmospheric Scattering

Light Propagation Volumes

image

Current Features

  • OpenGL/Vulkan backends
  • Entity-component system( Based on entt )
  • PBR/IBL
  • Global Illumination(Light Propagation Volumes)
  • Directional lights + Cascaded shadow maps
  • Soft shadows (PCF)
  • Screen Space Ambient Occlusion (SSAO)
  • Screen Space Reflections(SSR)
  • Lua Scripting
  • Skinned Mesh
  • C# Scripting (Mono)
  • Ray-marched volumetric lighting
  • Atmospheric Scattering
  • Realtime Volumetric Cloud ( Based on Horizon Zero Dawn )
  • Post-process effects (Tone-Mapping.)
  • Event system
  • Input (Keyboard, Mouse)
  • Profiling (CPU & GPU)
  • Batch2D Renderer

Roadmap

Feature Completion Notes
Reflective Shadow Map 100% High priority
Light propagation volumes 100% High priority
C# scripting 80% Using Mono (no engine API exposed yet)
Vulkan porting 90% support Compute and Tessellation shader
Skinned Mesh 70% High priority
Precomputed Light Field Probes 0% High priority
Screen space global illumination 0% High priority
Animation and State Machine 0% Implemented in Raven Engine
Precomputed Atmospheric Scattering - Low priority
Subsurface Scattering - Low priority
Ray traced shadows - -
Ray traced reflections - -
Linux support - -
Android support - -
Mac support - -
iOS support - -

About

3d game engine with ecs

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  • C++ 59.1%
  • C 37.9%
  • C# 1.6%
  • TeX 0.5%
  • ASP.NET 0.3%
  • GLSL 0.2%
  • Other 0.4%