Game engine in C++, mostly for my own fun.
Don't expect support for the moment.
Compiled with Visual Studio 2022.
core
: Core code. Basic functions such as IO, logging. Also serves as de-duplication of code between offline tools and the engine code.engine
: Engine codeengine/engine
: Engine implementationengine/resources
: Resources used by the engine (or left over from old code).engine/tools
: Particle editor code. Should move toeditor/
at some point.
asset_tools
: Tools used to prepare assets.editor
: Peeler editor code and resources.samples
: Directories of different samples for Carrot.
Vulkan
: Graphics APILua
: LuaJIT and Vanilla Lua are both supported by sol3 (C++ lib for Lua support).Mono
: Carrot engine uses Mono to run C# code. Using mono-6.12.0.182 at the time of writing
Vulkan
: Graphics APIasio
: Networking lib.Assimp
: asset importing lib, used to load modelsdr_libs
: Audio codecsGLFW
: Cross-platform window & input API.GLM
: Math libDear ImGui
: Immediate mode GUIimgui-node-editor
:sol3
: Lua <-> C++ supportOpenXR
: XR (AR+VR) API.rapidjson
: Json supportstduuid
: Cross-platform UUID lib.Tracy
: Profiler.stb_image
,stb_image_write
,stb_truetype
,stb_vorbis
. Various single-file headersImGuizmo
: Guizmo lib for Dear ImGui. Used by the Peeler editor.Mono
: C# runtime
- Vulkan renderer
- Raytraced lighting & shadows
- Skeletal animation support
- Entity Component System
- Networking
- Lua scripting
- (partial) VR support
- Basic audio support
VR requires building manually thirdparty/OpenXR-SDK-Source
Use XR_API_LAYER_PATH=<path to Carrot>\thirdparty\OpenXR-SDK-Source\build\win64\src\api_layers
as an environnement variable to enable api layers. Change win64 by your platform if necessary.
Assimp broke FBX animation timing "recently", so the Assimp dependency is my fork, with the commit reverted.
- Splash screen & logo by Benjamin "beb" Er-Raach