Hengle / Carrot

(WIP) Small game engine made for fun and educational proposes. Might do something with it later, might not.

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Carrot

Game engine in C++, mostly for my own fun.

Don't expect support for the moment.

Compiled with Visual Studio 2022.

Structure

  • core: Core code. Basic functions such as IO, logging. Also serves as de-duplication of code between offline tools and the engine code.
  • engine: Engine code
    • engine/engine: Engine implementation
    • engine/resources: Resources used by the engine (or left over from old code).
    • engine/tools: Particle editor code. Should move to editor/ at some point.
  • asset_tools: Tools used to prepare assets.
  • editor: Peeler editor code and resources.
  • samples: Directories of different samples for Carrot.

Dependencies

What you need to install

  • Vulkan: Graphics API
  • Lua: LuaJIT and Vanilla Lua are both supported by sol3 (C++ lib for Lua support).
  • Mono: Carrot engine uses Mono to run C# code. Using mono-6.12.0.182 at the time of writing

Thirdparty libraries

  • Vulkan: Graphics API
  • asio: Networking lib.
  • Assimp: asset importing lib, used to load models
  • dr_libs: Audio codecs
  • GLFW: Cross-platform window & input API.
  • GLM: Math lib
  • Dear ImGui: Immediate mode GUI
  • imgui-node-editor:
  • sol3: Lua <-> C++ support
  • OpenXR: XR (AR+VR) API.
  • rapidjson: Json support
  • stduuid: Cross-platform UUID lib.
  • Tracy: Profiler.
  • stb_image, stb_image_write, stb_truetype, stb_vorbis. Various single-file headers
  • ImGuizmo: Guizmo lib for Dear ImGui. Used by the Peeler editor.
  • Mono: C# runtime

Some of its features

  • Vulkan renderer
  • Raytraced lighting & shadows
  • Skeletal animation support
  • Entity Component System
  • Networking
  • Lua scripting
  • (partial) VR support
  • Basic audio support

Screenshot of editor

Editor screenshot

Building

VR requires building manually thirdparty/OpenXR-SDK-Source

Use XR_API_LAYER_PATH=<path to Carrot>\thirdparty\OpenXR-SDK-Source\build\win64\src\api_layers as an environnement variable to enable api layers. Change win64 by your platform if necessary.

Assimp

Assimp broke FBX animation timing "recently", so the Assimp dependency is my fork, with the commit reverted.

Credits

  • Splash screen & logo by Benjamin "beb" Er-Raach

About

(WIP) Small game engine made for fun and educational proposes. Might do something with it later, might not.

License:MIT License


Languages

Language:C++ 91.8%Language:GLSL 4.9%Language:C# 1.8%Language:CMake 1.4%Language:C 0.1%