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Warning

The project is still in its early stages.

A data-driven game engine

This is my pet project, developed in my free time. The goals are very simple: Create an efficient and easy to use game engine/framework that can be "scripted" in its native language.

This is achieved landing the main function in the developers' hands and providing a very flexible easy-to-extend architecture. (Check out the examples.)

Major features

  • I am currently working on a custom archetype-based ECS framework. This will later act as a building block for writing efficient multi-threaded systems.

  • There already exists a minimal Vulkan renderer that needs rewriting.

I took Bevy as a huge an inspiration, in combination with its stageless RFC.

Building

Building is a little complicated as I don't support multiple setups for the ease of my development.

See the docs if you would like to give it a try.

Features

  • glTF loading
  • Basic Vulkan renderer
  • Virtual texturing
  • Entity Component System (in progress)

Screenshots

Sponza glTF model with PBR

Damaged Helmet glTF model with PBR

Development

Development related docs can be found in the docs folder.

About

My own little game engine/framework

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