A fast, portable, low footprint, opinionated (but hackable), flecs native game engine.
The project is still WIP and currently only works on MacOS.
Build & run the engine:
cmake -S . -B build
cmake --build build
./build/flecs_engineYou should probably not use this, unless:
- you want to quickly prototype ideas
- you want to build an engine but not start from 0
- you're OK with the limitations of the engine
- Primitive shapes:
- Quad
- Box
- Triangle
- TrianglePrism
- RightTriangle
- RightTrianglePrism
- Primitive meshes (parameterized mesh cache):
- Cone
- Cylinder
- Sphere
- IcoSphere
- HemiSphere
- NGon
- Meshes
- Instanced rendering
- glTF loader
- PNG loader
- DDS loader
- HDR / EXR loader (for HDRI)
- Metallic
- Roughness
- Cubemap based reflections
- Emissive
- Transmissive (rough/smooth objects)
- PBR textures
- Per-instance materials
- Shared materials
- Directional light
- Point lights
- Spot lights
- Clustered light rendering
- Cascading shadow maps
- Image based lighting
- Dynamic atmosphere
- Dynamic atmosphere IBL
- Bloom
- SSAO
- Height fog (flat color & from atmosphere)
- Screen space sun shafts
- Tony McMapFace tone mapping
- Input handling
- Camera controller
- Time of day system
- Movement systems
- Tracy profiling
- Image-based rendering regression testing
- MSAA
- CPU frustum culling
- Render to image
- cglm
- cgltf
- glfw
- stb_image
- tinyexr
- tracy




