Yes, this is the best image I could find.
This is a game engine (in VERY EARLY STAGES) inspired by the architecture of Overwatch https://www.gdcvault.com/play/1024653/Networking-Scripted-Weapons-and-Abilities.
It is a personal project of Ryan Annis.
Install the Vulkan SDK https://www.lunarg.com/vulkan-sdk/ and ensure the environment variable $VULKAN_SDK is set in your PATH.
The program can then be built using CMakeLists.txt in the root folder. This requiress a C++17 compiler and has been tested on Windows 10 with Microsoft Visual Studio 2017.
It is difficult to give a roadmap at present as the project is in very early stages.
- Client framework and connection to window manager functionality.
- Data driven resource management and static registration system.
- Strongly typed data specialization language, binary serialization for data files and meshes.
- Level format & loading.
- Efficient ECS framework and component memory management.
- Input system.
- Basic Vulkan renderer.
- Remove stringy references to resources & serialized field IDs.
- More generalized render pass system.(https://www.gdcvault.com/play/1024612/FrameGraph-Extensible-Rendering-Architecture-in).
- Deferred voxel cone real time global illumination (http://leifnode.com/2015/05/voxel-cone-traced-global-illumination/).
- Asset loading deferrment (asset loading is currently blocking).
- Global Rewind + Playback (not important but must be done early).
- Physics.
- Specialized allocators (STL and lloc is just used).
- Sound
- Network and seperation of server/client duties
- Scripting
- Custom state based scripting language
- ECS paralellization
- Predictive network sync (?)
- Unique NPR styles
I've recieved a few messages about this:
This project is an in-progress learning project by the author and hence is very unstable.
Feel free to reference the code for implementation notes (many ideas in here are not available in non-huge engines), but it may be wise to wait for more stability to contribute or build an actual game with it.
MIT License