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A fast C++20 3D game engine for modern devices, with wide platform support

RavEngine

A C++20 cross-platform game library, with emphasis on performance and ease of use. Notable features:

  1. Fast Parallel ECS
    • Unique feature: Supports querying by base classes without vtable!
    • Also supports Unity-style scripting with full automatic parallelization
  2. Multithreaded physics simulation (Nvidia PhysX 4.1)
  3. 3D spatialized audio with accurate room reverbation modeling (Google Resonance Audio)
  4. Automatic memory management handled via reference counting
  5. Supports modern rendering APIs (Metal, DirectX, Vulkan)
  6. Flexible and fast declarative user interface system based on HTML and CSS (RmlUi)
  7. Support for SVGs in the UI and for textures
  8. High-performance easy-to-use multiplayer networking system (Valve GameNetworkingSockets)
  9. Full FSM animation blending tree system
  10. Compute shader mesh skinning with automatic batching
  11. CI/CD-friendly build process powered by CMake
  12. Quality-of-life features like automatic incremental shader compilation

Note: RavEngine does not have a graphical editor.

This is an early alpha

Expect bugs and frequent breaking changes. Do not use in serious projects.

Integrating and building

Integrating this library with CMake is easy.

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/*.cmake")
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()

You need to declare your shaders, so that RavEngine can automatically compile them to the correct backend. Create a .cmake file and invoke RavEngine's macro:

declare_shader("shaderName" "${CMAKE_CURRENT_LIST_DIR}/vertexshader.glsl" "${CMAKE_CURRENT_LIST_DIR}/fragmentshader.glsl" "${CMAKE_CURRENT_LIST_DIR}/varying.def.hlsl")

When you load a shader, RavEngine will use the name you specify as the first parameter. To learn how to write BGFX shaders, see documentation at https://github.com/bkaradzic/bgfx

Then build with CMake as normal. On Windows, you will need to run your initial configure twice before building. Example scripts are provided.

Supported platforms

Platform Architecture Compiler CMake Generator Rendering API
macOS 10.15+ Intel, Apple Silicon Apple Clang Xcode Metal
iOS 14+ Device + Simulator Apple Clang Xcode Metal
tvOS 14+ Device + Simulator Apple Clang Xcode Metal
Windows 10 (Win32) x86_64, aarch64 MSVC Visual Studio DX12, Vulkan
Windows 10 (UWP) x86_64 aarch64 MSVC Visual Studio DX12
Linux x86_64, aarch64 Clang, GCC Ninja, Make Vulkan

Note for Linux users: You must have the following shared libaries installed on your system:

  • libatomic
  • x11-dev, libgl-dev (for X11 support)
  • wayland-devel, libxkbcommon-devel, libegl-dev (for Wayland support, note that Wayland is currently not fully supported)
  • alsa-lib-devel (aka libasound2-devel) (or another SDL2-supported audio library)

In addition the Raspberry Pi currently does not work due to missing support for 32-bit index buffers in Vulkan.

Example programs

View a respository with code samples here: https://github.com/ravbug/ravengine-samples