engine/docs/README.md

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# Engine Docs
## Features
To be filled.
* a Unity-like ECS + scene + asset system
* entities stores components and behaviors
* scenes load a tree of entities
* entities are defined through JSON files which can reference assets or other JSON files, and can instantiate other entities
* Lua to extend the engine
* Garry's Mod-like hook system for dispatching events
* events are dispatched through the hook system by sending objects hooks tied to a given name + payload type
* Vulkan (or OpenGL) as the rendering backend
* the Vulkan backend heavily makes use of an almost-GPU driven deferred rendering system
* "G-buffer" can consist solely of IDs and depth, and all geometry information is then reconstructed during the deferred compute pass
* optionally can fall back to a quasi-traditional setup of IDs, UVs, normals, and depth
* shadow maps are rendered to each light's shadow maps
* point lights are treated as a cubemap
* optional light map baking
* basic PBR shading
* a sovlful (sloppy) VXGI for GI and reflections
* hardware RT support via `VK_KHR_ray_query`
* "full" `VK_KHR_ray_tracing` mode is partially broken
* bloom and additional post processing
* FSR2 or something cringe
* OpenGL uses a very, very naive OpenGL 1.2 API with a homebrewed command recording system
* pre-baked light maps can be loaded for lighting
* ReactPhysics3D for physics
* *very* loosely integrated
* basic shapes and triangulated mesh collision and some form of ray queries
* OpenAL for audio
* Loads from `.ogg` or `.wav` files
* Supports loading in full and streaming
* *very* loosely integrated
* Speech synthesis using [vall_e.cpp](https://github.com/e-c-k-e-r/vall-e/)
* `win64.gcc.vulkan` binaries can be found [here](https://github.com/e-c-k-e-r/vall-e/releases/tag/vall_e.cpp), if compiled with `-DUF_USE_VALL_E`
* asynchronously synthesizes speech and plays back the PCM audio
## Supported Systems
* Windows
* *technically* also Linux under Proton
* Sega Dreamcast
## Notices and Citations
Unless otherwise credited/noted in this repo or within the designated file/folder, this repository is [licensed](/LICENSE) under AGPLv3 (I do not have a master record of dependencies).