Introduction
March 19, 2022 ยท View on GitHub
Maple-Engine is my own engine for leaning mordern engine and rendering technique.

Realtime Volumetric Cloud

Atmospheric Scattering

Light Propagation Volumes

Current Features
- OpenGL/Vulkan backends
- Entity-component system( Based on entt )
- PBR/IBL
- Global Illumination(Light Propagation Volumes)
- Directional lights + Cascaded shadow maps
- Soft shadows (PCF)
- Screen Space Ambient Occlusion (SSAO)
- Screen Space Reflections(SSR)
- Lua Scripting
- Skinned Mesh
- C# Scripting (Mono)
- Ray-marched volumetric lighting
- Atmospheric Scattering
- Realtime Volumetric Cloud ( Based on Horizon Zero Dawn )
- Post-process effects (Tone-Mapping.)
- Event system
- Input (Keyboard, Mouse)
- Profiling (CPU & GPU)
- Batch2D Renderer
Roadmap
| Feature | Completion | Notes |
|---|---|---|
| Reflective Shadow Map | 100% | High priority |
| Light propagation volumes | 100% | High priority |
| C# scripting | 80% | Using Mono (no engine API exposed yet) |
| Vulkan porting | 90% | support Compute and Tessellation shader |
| Skinned Mesh | 70% | High priority |
| Precomputed Light Field Probes | 0% | High priority |
| Screen space global illumination | 0% | High priority |
| Animation and State Machine | 0% | Implemented in Raven Engine |
| Precomputed Atmospheric Scattering | - | Low priority |
| Subsurface Scattering | - | Low priority |
| Ray traced shadows | - | - |
| Ray traced reflections | - | - |
| Linux support | - | - |
| Android support | - | - |
| Mac support | - | - |
| iOS support | - | - |