Wraith Engine is a C++ / OpenGL–based game engine inspired by Unreal Engine, Hazel, and concepts from mathematics and physics resources. The project is built with C++, uses OpenGL for rendering (with future plans for Vulkan), and leverages Premake for build automation.
Currently Working On: A node-based material system to increase accessibility for non-programmers.
- Editor camera with movement (
W,A,S,D,Space,Left Shift), panning (Middle Mouse), rotation (Right Mouse), and zoom (Scroll Wheel). - Mouse picking for selecting entities directly in the viewport.
- OpenGL rendering pipeline with multiple render targets.
- Shaders updated to SPIR-V.
- Real-time scene rendering with dynamic lighting and basic shading.
- 2D texture support and gizmos for transformations.
- Component-based entity system (ECS).
- Dynamic creation and deletion of entities.
- Scene serialization and deserialization for persistence.
- Modular engine core separated from the editor.
- Public Wraith API for game development.
- Native scripting support.
- Organized folder structure with Premake build automation.
- Integrated editor UI with ImGui.
- Scene hierarchy and inspector panels.
- New Content Browser for managing assets.
- Development tracked with Kanban methodology in JIRA.
- Clear workflow for ongoing tasks and milestones.
Wraith Engine is still in early development, but the focus is on building a solid foundation first before layering in advanced features. Here’s a breakdown of what’s coming next:
- Vulkan backend implementation.
- Basic 3D mesh support (models and simple animations).
- Prefabs for reusable entity setups.
- Asset importer for textures and models.
- Advanced rendering features: PBR, HDR, shadows, and post-processing (bloom, SSAO, tone mapping).
- Physics integration with rigidbodies, collisions, and triggers.
- Particle system for effects.
- Sound engine integration (with spatial audio).
- Networking support: client/server model, multiplayer sync, and entity replication.
- Cross-platform builds (Linux/macOS) with potential for console support.
- In-editor debugging tools and hot-reloading.
- Expanded gameplay systems and scripting.
- Git or GitHub Desktop
- Visual Studio 2022 (v17.8+ recommended, Community Edition supported)
-
Clone the repository:
git clone https://github.com/Tamely/WraithEngine.git
Or download as
.zipand extract (be sure to Unblock on Windows before extracting). -
Run the setup script:
- Navigate to
Scripts/and runSetup.bat. - Installs dependencies and generates Visual Studio solution files.
- Navigate to
-
Open
WraithEngine.slnin Visual Studio.- Set configuration to
Distand platform tox64.
- Set configuration to
-
Build the editor:
- Right-click Wraith-Editor → Build.
-
Run the engine:
- Set Wraith-Editor as the startup project.
- Press
F5to launch.
Wraith Engine is actively maintained using Kanban methodology in JIRA, ensuring a structured workflow and clear task tracking.


