This project has now moved to GitLab
A C++ and Vulkan game engine that's been my hobby project for the past couple years after originally starting as a Minecraft clone.
Currently only Windows is supported as a platform. I hope to support Linux in the future however, pending:
- fixes to compile on GCC/Clang
- compiling PhysX 5 on Linux
- sorting out OS abstractions (mainly open file dialogs)
- C# hotloading (even during gameplay)
- Tile-based forward+ Vulkan renderer based on a custom abstraction layer
- Full editor workflow with the ability to edit and inspect the game in realtime
- Asset pipeline compiling textures+models to a suitable runtime format
- PhysX integration for physics, FMOD and Steam Audio integration for audio and Recast/Detour integration for navigation
- Install Cmake, Ninja, VS2022 and the FMOD engine.
- Create a new directory, cd into it and run
cmake .. -G Ninja
- Run
ninja
to compile. If you get an error saying "A required privilege is not held by the client" enable Developer mode in Windows settings (it's required to make symlinks). - cd to the
WorldsEngineManaged
directory and rundotnet build
. - cd to
EngineSrcData/Shaders
and run.\BuildTools\ShaderBuilder.exe
- In the build directory, run
.\BuildOutput\StartEditor.bat
to launch the editor.