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URay Engine

URay Engine is a work-in-progress game engine and scene editor built with C++20 and Vulkan 1.3. It includes an editor workflow, an asset pipeline, and a rendering pipeline.

This project is under active development. Features and APIs may change.

Features

image
  • Core Layer
    • Virtual file system
    • Input action system
    • Log system
    • Performance analytics (both CPU and GPU)
    • Event Ray (event based architecture)
    • Runtime type identification
  • Render Layer
    • Vulkan 1.3
    • Multiple attachment rendering (scene color attachment, object id attachment, ...)
    • Shader relfection (SPIR-V)
    • Clustered Light Culling
  • Engine Layer
    • Asset pipeline (texture, font, material, shader, mesh)
    • Component architecture
  • Editor Layer
    • Retained widget system
    • Pick system based object id
    • Play in editor

Tech Stack

Area Technology
Languages C++20
Graphics API Vulkan 1.3
Build System CMake, Ninja
Windowing / Input GLFW
Shaders HLSL, DXC, SPIR-V Reflect
Fonts FreeType
Serialization yaml-cpp
Scripting .NET 10

Requirements

  • Windows
  • MSVC / Visual Studio C++ Build Tools
  • CMake 3.20 or later
  • Ninja
  • Vulkan SDK and a Vulkan 1.3-capable GPU driver
  • .NET SDK 10.0.12
  • Internet access during the first CMake configuration, for yaml-cpp

Build

cmake --preset Sandbox-Debug
cmake --build --preset Sandbox-Debug

This engine is under development, so it may contain bugs and may not run correctly in certain environments.

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