Bonsai is a 3D voxel-based engine built with the intention of writing both fast-paced arcade games and tile/turn-based RPGs
Bonsai, and nearly all it's dependencies, are written completely from scratch. One external dependency is the C runtime library for startup, and a small handful of trig functions (sin, cos, atan2). I have a back-burner task to remove the CRT entirely, though it's unclear when/if I'll get around to it.
The only requirements to build and run Bonsai are an OpenGL 3.3+ driver, C++ compiler, and a few appropriate system headers.
Grab pre-built binaries & assets from the Latest Releases for your platform of choice (as long as it's Windows or Linux ;)
See the docs on the build process.
- Deferred Shading
- HDR Lighting
- Order-independant Transparency
- Lighting Bloom
- Shadow Mapping
- Screen Space Ambient Occlusion
- Hot Code Reloading
- MT Job System
- Entities
- Collision
- Transparent & Emissive Particles
- UI Framework
- Asset Loaders
- Terrain Generators
- Primitive Physics
- Manual Instrumentation
- Memory allocation tracing
- Per frame call-graph tracing
- Context Switches (windows only)
- Physical Core (windows only)
[ ] SSR : https://lettier.github.io/3d-game-shaders-for-beginners/screen-space-reflection.html
[ ] Screen-space lines : https://mattdesl.svbtle.com/drawing-lines-is-hard
[ ] Better shadows : https://developer.nvidia.com/gpugems/gpugems3/part-ii-light-and-shadows/chapter-8-summed-area-variance-shadow-maps
[ ] Screen Space Shadows : https://panoskarabelas.com/posts/screen_space_shadows/
[ ] Motion Blur : https://developer.nvidia.com/gpugems/gpugems3/part-iv-image-effects/chapter-27-motion-blur-post-processing-effect
[ ] TAA?
[ ] FXAA : https://blog.simonrodriguez.fr/articles/2016/07/implementing_fxaa.html
[ ] Water : https://www.youtube.com/watch?v=5yhDb9dzJ58
[ ] Fluids : https://andrewkchan.dev/posts/fire.html
[ ] Remove meshing entirely? https://www.youtube.com/watch?v=4xs66m1Of4A
[ ] Lumen-style GI screen-space radiance caching : https://www.youtube.com/watch?v=2GYXuM10riw
[ ] Erosion simulation
- https://inria.hal.science/hal-01262376/document
- https://xing-mei.github.io/files/erosion.pdf
- https://nickmcd.me/2020/04/15/procedural-hydrology/
[ ] Biomes
[ ] Meshing
- Isotropic surface meshing
- https://graphics.stanford.edu/courses/cs164-10-spring/Handouts/isotropic.pdf
- https://inria.hal.science/inria-00071612/document
[ ] MCA importer
[ ] Sound : mp3, ogg, ..? decompresser
[ ] Better low-discrepency sequences : https://blog.demofox.org/2017/05/29/when-random-numbers-are-too-random-low-discrepancy-sequences/
[ ] Better disk/sphere sampling patterns : https://extremelearning.com.au/how-to-generate-uniformly-random-points-on-n-spheres-and-n-balls/
[ ] Better hash function! : https://nullprogram.com/blog/2018/07/31/
[ ] Better GPU hashing! : https://arugl.medium.com/hash-noise-in-gpu-shaders-210188ac3a3e
[ ] Hash-trie as alternative to a table : https://nullprogram.com/blog/2023/09/30/
[ ] Octree ? https://graphics.tudelft.nl/Publications-new/2020/CBE20/ModifyingCompressedVoxels-main.pdf
[ ] Better floating-point rng : https://www.corsix.org/content/higher-quality-random-floats
[ ] Better greedy meshing? https://www.youtube.com/watch?v=4xs66m1Of4A
[ ] More interpolation goodies : https://paulbourke.net/miscellaneous/interpolation/
[ ] Improve the ETW layer : https://github.com/bombomby/optick/blob/master/src/optick_core.win.h
[ ] GPU Profiling : https://www.khronos.org/opengl/wiki/Query_Object