Posted in: Game Engine

Crystal Engine

Hello folks. In this post, I’m going to introduce my WIP vulkan game engine called Crystal Engine. You can check it out here:

https://github.com/neelmewada/CrystalEngine

Currently, there are 2 branches: master and fusion-renderer-dev. The fusion-renderer-dev branch implements a new and improved 2D renderer for the Fusion GUI library. You can learn more about Fusion here:

https://github.com/neelmewada/CrystalEngine/blob/fusion-renderer-dev/Docs/FusionWidgets.md

Here is a brief overview of the engine

  • Cross platform support: Windows, Linux (Ubuntu) and Mac (Apple Silicon).
  • Engine is divided into multiple modules (dynamic libraries).
  • Automatic C++ runtime reflection generation.
  • Multi-threaded job system, used for asset processing.
  • FrameGraph based render architecture.
  • Use HLSL to write shaders for vulkan.
  • Custom binary serialization format to load and store objects.
  • A declarative GUI library called Fusion, which powers the editor itself.
  • PBR rendering with IBL cubemap convolution.

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