Warning
The project is still in its early stages.
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.)
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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.
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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 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.
- glTF loading
- Basic Vulkan renderer
- Virtual texturing
- Entity Component System (in progress)
Damaged Helmet glTF model with PBR
Development related docs can be found in the docs folder.