A toy engine for testing and implementing engine and rendering techniques.
Currently implemented:
- Image based lighting
- Entity Component System
- Generational indices / handles
- Frame lifetime linear memory allocator
- Constructive Solid Geometry via signed distance functions and marching cubes
- Constructive Solid Geometry via Binary Space Partitioning trees
- Control abstraction via action / axis binding
- Multithreaded task system
Third party libraries / technologies in use:
- GLFW
- Glad
- GLM
- PCG32
- FNV1a
- Dear ImGui
- Bullet physics
- STB libraries
- sokol_time
Planned features or techniques:
- Switch to vulkan rendering backend
- Integrate use of AMD's vulkan memory allocator
- Experiment further with parser combinators, bytecode VMs, and scripting systems
- Audio system
Currently only supports builds using MSVC and CMake