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DigitalVox5 - Vulkan Cross Platform Engine and Editor

DigitalVox is the name of a series. Although each version is based on a component system, the specific implementation is very different. Therefore, different code repositories are used for management. Please obtain the code you need on demand:

  1. DigitalVox2: Engine written in Swift, 3rd party library bridged by Objective-C++.
  2. DigitalVox3: Engine developed in C++, based on the math library provided by Ozz.
  3. DigitalVox4 : This engine is based on C++, and the underlying mathematical library is templated to support the precision requirements of rendering and physical simulation at the same time. The rendering layer abstraction for Metal makes it possible to use the C++ compiler instead of Objective-C++ globally, and encapsulates GLFW events to achieve cross-platform. Further, clean up the component system and eliminate the global dependency. And make the rendering pipeline independent of the camera, so it is easier to customize the rendering pipeline.
  4. Arche-cpp: A cross-platform engine based on WebGPu, as well as Arche.js, a web version forked with TypeScript. Please refer to ArcheGraphics and Document.
  5. DigitalVox5 : Since the WGSL shading language cannot meet the needs of advanced features, a cross-platform engine is re-implemented based on Vulkan. The engine is based on the capabilities provided by SPIRV as a shader for cross-platform compilation and reflection, and is built with Cmake, which truly enables cross-platform compilation and execution.

Motivation

This project is inspired by Oasis which is an ECS-liked based engine(not very strict) . Based on entity and component, it is easy to combine other open-source ability:

  1. ImGui: GUI system
  2. OZZ-Animation: CPU Animation System
  3. PhysX: Physical System

Cloning && Install

This repository contains submodules for external dependencies, so when doing a fresh clone you need to clone recursively:

git clone --recursive https://github.com/yangfengzzz/DigitalVox5.git

Existing repositories can be updated manually:

git submodule init
git submodule update

After clone all third-party dependencies, use the script in third_party folder to build them all:

./build.sh

Feature

You can read code in apps to find the feature in this code, like physx and shadow: PhysX You can also redirect to effect to see more effects.

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