The sibenik, sponza and buddha models shown are from the [McGuire Computer Graphics Archive](https://casual-effects.com/data/), any other models shown are created by me.
* Rendering is consistent regardless of platform or API used!
* Where older or underperforming GPUs are supported (for example, an Apple TV 4K, or a Thinkpad X230), the engine supports disabling expensive features like IBL or point light shadows and has other scalability options.
* Shaders are written in GLSL, and compiled to the required shader language offline and/or at runtime using SPIRV-Cross and glslang.
* Other advanced rendering techniques
* Real-time physically based rendering including using scene probes for image-based lighting.
* Skinned mesh support with animation.
* PCSS or PCF for softer shadows, supported on every type of light.
* Automatic eye adaption with exposure using compute kernels.
* Custom window management API
* main() and other platform-specific tidbits are abstracted, for easy support of non-desktop platforms like mobile devices.
* HiDPI support included and enabled by default!
* If available on the platform, multiple windows are supported as well! This is leveraged by Dear ImGui for multiple viewport support.
* Support for querying whether or not the platform is in light/dark mode (where supported). Currently, this only switches between the light/dark imgui themes.
* Dear ImGui used for debug/editor UIs
* Uses the experimental docking/viewport branch!
* Automatic DPI scaling on fonts for crisp rendering when the window is in a HiDPI environment.
* Custom ImGui backend is built on top the GFX api and other platform agnostic systems.
* Plenty of custom widgets available for easily creating debug tools, see [imgui_stdlib.h](https://git.sr.ht/~redstrate/prism/tree/master/item/extern/imgui/include/imgui_stdlib.h) and [imgui_utility.hpp](https://git.sr.ht/~redstrate/prism/tree/master/item/engine/core/include/imgui_utility.hpp)!
* Entity-Component system for modular object building
* No runtime polymorphism is involved and it leverages the native C++ type system, [components are kept as simple structs](https://git.sr.ht/~redstrate/prism/tree/master/item/engine/core/include/components.hpp).
* Asset management
* Custom model file format for super fast model loading and small file sizes.
* Includes a custom Blender addon for easy exporting!
* Assets are referenced from disk, and only loaded once - and are unloaded once they are no longer referenced.
* Thumbnails are created automatically by the editor and stored on disk until further use.
* Custom math library
* Quaternions, matrices, vectors, rays, and more are available!
* Infinite perspective matrices are available and used by default.
* Custom editors supporting scene, cutscene, material authoring
There is an example app provided in `example/`. If you want to build the tooling or the example, use the CMake options `BUILD_EXAMPLE` and `BUILD_TOOLS` respectively.