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Powerful C++ game engine with a Vulkan renderer. Includes features like PBR, ray tracing, realtime global illumination, scripting and more

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ajmd17/hyperion-engine

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Hyperion Engine is an easy to use, high performance 3D game engine written in C++ and C# with a Vulkan rendering backend and a visual editor built with Avalonia.

Features include:

  • Baking subsystem for precomputing lightmaps, reflection probes, fog volumes, and other static lighting data.
  • Dynamic Diffuse Global Illumination (DDGI) and ray traced reflections for real-time global illumination and accurate reflections.
  • Classical rendering features such as shadow mapping, screen space ambient occlusion (SSAO), screen space reflections (SSR), and more.
  • Level streaming system and world partitioning for efficient management of large game worlds.
  • Virtual filesystem for asset and resource management
  • Scripting via C# or our custom scripting language, HypScript (rename pending), which is designed for deep integration with the Engine's object system.

Currently, we are focusing our efforts on the core engine and editor development on Windows and macOS via MoltenVK - Linux support is planned but not a priority at the moment. The engine is in early access and is not yet ready for production use, but we welcome contributions and feedback from the community.

To get started, check out the Compiling the Engine guide to set up your development environment and compile the engine.

A note on the use of AI tools for contributions

If you want to contribute please feel free to submit a pull request! However please note that we will not be accepting contributions that seem make heavy use of AI tools such as GitHub Copilot, ChatGPT, or similar. We want to ensure that all contributions are made by humans and not primarily generated by AI, as we believe that human creativity and problem-solving skills are essential for the development of a high-quality game engine.

If you do use AI tools to assist you in your development, please do disclose this in your pull request and ensure that the majority of the contribution is your own work. Thank you for your understanding and we look forward to seeing your contributions!

Documentation

Definitions and Terminology provides definitions and explanations for various terms and concepts used within the engine.


Dynamic Diffuse Global Illumination (DDGI) GPU Particles
DDG( GPU particles

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Powerful C++ game engine with a Vulkan renderer. Includes features like PBR, ray tracing, realtime global illumination, scripting and more

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