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A better-than-nothing C++20 Game Engine using Vulkan.

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Better than Nothing

Everything is in the title, it is a better-than-nothing Game Engine

Features

  • Support for Linux.
  • Support for Vulkan.
  • Using C++20 features.
  • In-house JIT shader compilation.

Road map

I've created a Trello board to provide some insight on what I have planned for the future of the game engine. On this board, you'll find upcoming features, target time frames, and any emergent known issues. Please note that at this time, the current Trello is in English only.

You can find the board here.

Contributing

Contributions are welcome. Both new features and bug fixes. Just open a pull request.

Dependencies

  • glfw : A multi-platform library for OpenGL, OpenGL ES, Vulkan, window and input.
  • vulkan : A low-overhead, cross-platform API and open standard for 3D graphics and computing.
  • stb : Single-file public domain (or MIT licensed) libraries for C/C++.
  • glm : OpenGL Mathematics: An header only C++ mathematics library for graphics software based on the OpenGL Shading Language (GLSL) specifications.
  • glslang : A library used for JIT shader compilation from OpenGL Shading Language (GLSL) to SPIR-V format.
  • SPIRV-Cross : A practical tool and library for performing reflection on SPIR-V and disassembling SPIR-V back to high level languages.
  • AMD Vulkan Memory Allocator : Easy to integrate Vulkan memory allocation library that help to manage memory allocations and resource creation.