Hengle / MoltenEngine

A spare-time C# .NET 6 game engine project. Cross-platform, multi-threaded.

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Molten Engine Molten started as spare-time engine project, which I eventually intend to use to develop my own games without relying on other engines. Hopefully you'll find a use for it too!

While parts of this project will inevitably be a classic case of re-inventing the wheel, I'm treating it as a chance to gain more experience in the area of game engine development.

Documentation on GitHub Pages

Build Status

Pathway Status Download
Dev (nightly) Build Dev Build Dev
Release Release Build Nuget

GitHub GitHub last commit GitHub Sponsors

Core Feature Status

See the following table for the per-platform support and status of each feature.

βœ”οΈ Functional/Complete
🚧 Work in progres
Blank - Not Started
🚫 Not-applicable

Feature Windows Android Linux Mac iOS
Renderer - Vulkan 🚧
Renderer - DirectX 11 🚧 🚫 🚫 🚫
Renderer - DirectX 12 🚧 🚫 🚫 🚫
Networking - MNet
Audio Engine 🚧
Keyboard support βœ”οΈ
Mouse support βœ”οΈ
Touch support 🚧 🚧
Game pad support βœ”οΈ
Entity component system βœ”οΈ βœ”οΈ βœ”οΈ βœ”οΈ
Content Management System βœ”οΈ
Example projects 🚧
2D Physics engine
3D Physics engine
Tooling - Scene editor
Tooling - Shader editor
Tooling - Sprite editor
Project templates

Renderer Feature Status

See the following table for the per-renderer support and status of each feature.

βœ”οΈ Functional/Complete
🚧 Work in progres
Blank - Not Started
🚫 Not-supported

Feature DX11 DX12 Vulkan
Multi-GPU Support 🚧 🚧 🚧
Deferrend rendering 🚧
Physically-Based (PBR)
Geometry Shaders βœ”οΈ
Tessellation 🚧
Hull & Domain Shaders βœ”οΈ
Compute Shaders βœ”οΈ
Mesh Shaders 🚫
2D Spite batching βœ”οΈ
2D Primitive batching βœ”οΈ
Compressed textures βœ”οΈ
Hardware instancing βœ”οΈ
Occlusion culling
Frustrum culling
Portal culling
Level of Detail (LoD)
HDR support
2D Texture arrays βœ”οΈ
3D Texture arrays βœ”οΈ
3D/volume textures βœ”οΈ
static skyboxes βœ”οΈ
real-time skyboxes
multi-window support βœ”οΈ
Render into WinForms βœ”οΈ
Render into WPF
Render into UWP 🚫
Render into MAUI
Render into Android UI 🚫 🚫
Raytracing 🚫 🚫
Shader Compiler (HLSL/SPIR-V) 🚧 🚧 🚧

Android

To build for Android you will need to install the Android workloads by running
dotnet workload install android in command prompt or powershell.

If you're upgrading from a previous .NET version, you may also need to run this command again to update the android workload.

Sponsors

A massive thank you to some of our sponsors:

Third-Party Libraries

A special thanks to each of these great libraries, without which Molten wouldn't exist in it's current form:

  • Silk.NET - C# Bindings for DirectX 11/12, OpenGL, Vulkan, Assimp, OpenCL, OpenAL and OpenXR
  • SharpDX - Source for some Molten.Math types
  • Magick.NET - Extensive image library for .NET
  • JSON.NET - JSON serialization

About

A spare-time C# .NET 6 game engine project. Cross-platform, multi-threaded.

License:MIT License


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