A C++20 cross-platform game framework, with emphasis on addressing pain points in existing game engines. Notable features:
- Fast Parallel ECS
- Unique feature: Supports querying by base classes without virtual!
- Also supports Monobehavior-style scripting with full automatic parallelization
- Multithreaded physics simulation (Nvidia PhysX 5.1)
- 3D spatialized audio with accurate room reverbation modeling (Google Resonance Audio)
- Automatic memory management handled via reference counting
- GPU-driven render engine that supports modern rendering APIs (Metal, DirectX, Vulkan)
- Author shaders in vanilla GLSL
- Flexible and fast declarative user interface system based on HTML and CSS (RmlUi)
- Support for SVGs in the UI and for textures
- High-performance easy-to-use multiplayer networking system (Valve GameNetworkingSockets)
- FSM animation blending tree system
- Compute shader mesh skinning with automatic batching
- Programmable audio processing system
- AR/VR support via OpenXR integration
- CI/CD-friendly build process powered by CMake
- Quality-of-life features like automatic incremental shader compilation
Note: RavEngine does not have a graphical editor.
Expect bugs and frequent breaking changes. Do not use in serious projects.
Use CMake:
cmake_minimum_required(VERSION 3.23)
set(CMAKE_INSTALL_PREFIX ${CMAKE_CURRENT_BINARY_DIR})
# set output dirs
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/$<CONFIGURATION>)
set(CMAKE_LIBRARY_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/$<CONFIGURATION>)
PROJECT(Example_RavEngine_Game)
add_subdirectory("RavEngine") # configure the engine library
# configure your executable like normal
file(GLOB SOURCES "src/*.cpp" "src/*.hpp" "src/*.h")
add_executable("${PROJECT_NAME}" ${SOURCES})
target_link_libraries("${PROJECT_NAME}" PUBLIC "RavEngine" ) # also adds header includes
target_compile_features("${PROJECT_NAME}" PRIVATE cxx_std_20) # require C++20
# inform engine about your different assets
file(GLOB objects "objects/*.obj" "objects/*.fbx")
file(GLOB textures "textures/*")
file(GLOB shaders "shaders/*.vsh" "shaders/*.fsh" "shaders/*.csh")
file(GLOB fonts "fonts/*.ttf")
file(GLOB sounds "sounds/*.ogg")
file(GLOB uis "${sample_dir}/ui/*.rml" "${sample_dir}/uis/*.rcss")
pack_resources(TARGET "${PROJECT_NAME}"
OBJECTS ${objects}
SHADERS ${shaders}
TEXTURES ${textures}
UIS ${uis}
FONTS ${fonts}
SOUNDS ${sounds}
)
# fixup macOS / iOS / tvOS bundle
if(APPLE)
INSTALL(CODE
"include(BundleUtilities)
fixup_bundle(\"${CMAKE_INSTALL_PREFIX}/$<CONFIGURATION>/${PROJECT_NAME}.app\" \"\" \"\")
"
COMPONENT Runtime
)
endif()
RavEngine is sensitive to file extensions with shaders. vsh
, fsh
, and csh
determine if the shader is compiled as vertex, fragment, or compute.
Then build with CMake as normal. On Windows, you will need to run your initial configure twice before building (known bug). Example scripts are provided.
Platform | Architecture | Compiler | CMake Generator | Rendering API |
---|---|---|---|---|
macOS 12+ | Intel, Apple Silicon | Apple Clang | Xcode | Metal |
iOS 16+ | Device + Simulator | Apple Clang | Xcode | Metal |
tvOS 16+ | Device + Simulator | Apple Clang | Xcode | Metal |
Windows 10+ (Win32) | x86_64, aarch64 | MSVC | Visual Studio | DX12, Vulkan |
Windows 10+ (GDK) | x86_64 | MSVC | Visual Studio | DX12, Vulkan |
Windows 10+ (UWP) | x86_64, aarch64 | MSVC | Visual Studio | DX12 |
Xbox Series (UWP) | x86_64 | MSVC | Visual Studio | DX12 |
Linux | x86_64, aarch64 | Clang, gcc | Ninja, Make | Vulkan |
Emscripten (Early WIP) | WebAssembly | emcc | Make | WebGPU |
Note for Linux users: You must have the following shared libaries installed on your system:
- libatomic
- x11-dev (for X11 support)
- alsa-lib-devel (aka libasound2-devel) (or another SDL2-supported audio library)
View a respository with code samples here: https://github.com/RavEngine/Samples