Spartan Engine is more than an engine; it's a vibrant hub for learning and connection, a community. While centered around a research-focused game engine for real-time solutions, our core mission is to foster a unique, collaborative environment. Join us for exclusive perks like contributor recognition, networking opportunities with tech professionals, and valuable learning resources, including our active Discord community and insightful YouTube tutorials. Spartan Engine isn't just about code; it's about building a community like no other.
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For occasional updates regarding the project's development, you can follow me on twitter.
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For questions, suggestions, help and any kind of general discussion join the discord server.
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For issues and anything directly related to the project, feel free to open an issue.
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My AI replica is equipped with engine knowledge and my personality traits, click here here to get it to help you.
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Please adhere to the MIT license You're free to copy the code, provided you include the original license.
Video: Livestream of FSR 2 integration | Video: A demonstration of the engine's capabilities (old) |
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Screenshot: Bistro | Screenshot: Minecraft |
Upon launching the engine, you'll be greeted with a selection of default worlds to load. Each world is physics-enabled, allowing you to walk around, pick objects using your mouse, and even drive a car. These worlds are designed to offer a diverse and enjoyable experience.
- 128-byte push constant buffer for lightning fast CPU to GPU data transfer.
- On the fly GPU-based mip generation - with only one dispatch.
- Fully bindless design (materials, lights, even the samplers).
- Vulkan (main) and DirectX 12 (wip) backends with universal HLSL shaders.
- Unified deferred rendering with transparency (BSDF with same render path).
- Atmospheric scattering, real-time filtering and image-based lighting.
- Screen space shadows from Bend Studio's Days Gone.
- Screen space global illumination & reflections.
- Advanced shadow features with penumbra and colored translucency.
- Physical light units (intensity from lumens and color from kelvin).
- Comprehensive debug rendering options.
- Occlusion & frustum culling.
- Physically based camera.
- Volumetric fog.
- Temporal anti-aliasing for smooth visuals.
- Post-process effects like fxaa, bloom, motion-blur, depth of field, chromatic aberration etc.
- AMD FidelityFX features like FSR 2, SPD, etc.
- One-click project generation for easy setup.
- Universal input support, including mouse, keyboard, and controllers (tested with a PS5 controller).
- Comprehensive physics features.
- CPU & GPU profiling.
- XML support for data handling.
- Thread pool that can consume any workload.
- Entity-component, event systems and most things you'll expect to find in a modern engine.
- Wide file format support: 10+ for fonts, 20+ for audio, 30+ for images, and 40+ for models.
The wiki can answer most of your questions, here are some of it's contents:
Questions can also be answered by my AI replica, Panos.
- It's one of the most complete, oldest, yet still active, one man game engines out there.
- It's one of the most rewarding projects in terms of the perks you receive should you become a contributor, more here.
- This engine started as a way to enrich my portfolio while I was a university student, circa 2015.
Are you utilizing any components from the Spartan Engine, or has it inspired aspects of your work? If yes, then reach out to me, I'd love to showcase your project.
- Godot uses Spartan's TAA, see here