WORK IN PROGRESS!
Welcome to VEngine, a Vulkan-based graphics engine.
I Build this project to learn more about Vulkan and graphics programming in general. The goal is to create an efficient engine that can be used for various projects, such as games, simulations, and visualizations.
- Vulkan Rendering Pipeline: Leveraging Vulkan for high-performance graphics rendering
- Basic Camera System: Control camera movement in the 3D space
- Model Loading: Import 3D models using assimp
- Real-time debugging: Use ImGui for real-time debugging and tool development
- Cross-platform support (Linux, Windows)
- Doxygen Documentation: Automatically generated documentation hosted on GitHub Pages
- Ray Tracing
- Physics Integration
- Audio Integration
- Support for more input devices (e.g., mouse, game controller)
- Support for more platforms (e.g., macOS, Android, iOS, PS5 ...)
Before building the project, make sure you update the submodules:
$> git submodule update --init --recursive
Make sure you have the following dependencies installed on your system:
- CMake 3.27
- C++20
- Vulkan SDK
- X11 (Linux only)
- LLVM
If you are using a Debian-based distribution, you can install the dependencies using the following command:
$> ./tools/install-dependencies.sh build
$> ./tools/build.sh build
[...]
This script also handle several other commands:
clean
,format
anddoc
.
$> ./vengine
[...]
I build the project with CLion, also works with Visual Studio. I'm using the Visual studio toolchain with ninja.
You should create your own CMake profile depending on your configuration. Basic configuration should run the following commands:
$> cmake -G "Visual Studio 17 2022" .
$> cmake --build . --config Release
The following keyboard controls are currently available for interacting with the engine:
Key | Description |
---|---|
Z |
Move forward |
S |
Move backward |
Q |
Move left |
D |
Move right |
SHIFT |
Move down |
SPACE |
Move up |
↑ |
Look up |
↓ |
Look down |
← |
Look left |
→ |
Look right |
à |
Show debug windows |
The documentation is generated using Doxygen. You can access the latest version on the GitHub Pages.
- Assimp: Open Asset Import Library to load various 3D model formats into the engine.
- Doxygen Awesome CSS: A custom CSS theme for Doxygen documentation.
- GLFW: For creating windows, receiving input, and managing OpenGL and Vulkan contexts.
- GLM: A header-only C++ mathematics library for 3D transformations, vectors, and matrices, compatible with OpenGL and Vulkan.
- ImGui: Immediate Mode Graphical User Interface for real-time debugging and tool development.
- stb: A set of single-file public domain libraries for graphics, image loading, and more.
These libraries are included directly into the project to simplify dependency management. Be sure to initialize and update the submodules when cloning the repository:
Commit Type | Description |
---|---|
build | Changes that affect the build system or external dependencies (npm, make, etc.) |
ci | Changes related to integration files and scripts or configuration (Travis, Ansible, BrowserStack, etc.) |
feat | Addition of a new feature |
fix | Bug fix |
perf | Performance improvements |
refactor | Modification that neither adds a new feature nor improves performance |
style | Change that does not affect functionality or semantics (indentation, formatting, adding space, renaming a variable, etc.) |
docs | Writing or updating documentation |
test | Addition or modification of tests |
This project is licensed under the MIT License - see the LICENSE file for details.
Special thanks to Brendan Galea for inspiration and resources related to Vulkan development.