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3D C/C++ Game Engine - Created By Brady Jessup
C++ GLSL C
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Arcane Engine Core shrink png images (#17) Apr 19, 2020
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.gitattributes 💥🐫 Added .gitattributes Aug 25, 2016
.gitignore Exposure Tonemap + QoL Changes (#14) Nov 20, 2019
Arcane Engine.sln First Update Aug 25, 2016
Arcane TODO.txt Updated TODO Jul 29, 2019
LICENSE Added LICENSE Jun 19, 2019
README.md Updated Trello Links May 12, 2020

README.md

Arcane-Engine

Arcane Engine is a real-time, physically based renderer built with OpenGL. A large focus of this project is to implement modern real-time graphical effects, while also making it easy to read and understand. Arcane supports forward and deferred rendering, by using the benefits of each to its advantage.

Arcane Logo

Render Examples

Tech Reel 2019

Features

Rendering

  • Forward + Deferred Rendering
  • Physically Based (Fresnel on Everything)
  • Cook Torrance Specular BRDF w/ Lambertian Diffuse
  • PBR Material System
  • Parallax Occlusion Mapping
  • Light Probes (IBL)
  • Reflection Probes (IBL)
  • Linear Lighting (w/ Gamma Correction)
  • HDR w/ Reinhard Tonemapper
  • Screen Space Ambient Occlusion (SSAO)
  • MSAA (Forward Anti-Aliasing)
  • FXAA (Deferred Anti-Aliasing)
  • Directional, Point, and Spot Light Sources
  • Directional Light Shadowmapping
  • Skybox Support
  • Terrain Material Blending
  • Post Processing (Film Grain, Chromatic Aberration, Vignette)

Engine

  • OpenGL 4.3+
  • GLFW Input + Window
  • Model Loading via ASSIMP
  • ImGUI for UI
  • SOIL for Image Loading

Textbook Sources

  • LearnOpenGL
  • Game Engine Architecture
  • Real-Time Rendering
  • GPU Gems
  • GPU Pro

Development

If you want to see what I am currently working on check out Arcane's roadmap:

I plan on adding many different features to the forward & deferred renderers. Here are some of the few things I am really looking forward to adding:

  1. Vulkan Support
  2. Decals
  3. Particles
  4. SSR
  5. Volumetric Effects
  6. Reverse Z Buffer
  7. Virtual Texture System (Terrain)

Contributing

  1. Fork it
  2. Create your feature branch (git checkout -b new-feature-branch)
  3. Commit your changes (git commit -m "A description for your feature")
  4. Push to the branch (git push origin new-feature-branch)
  5. Create a new Pull Request
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