Archived
1
Fork 0
3D game engine focusing on real-time graphics
This repository has been archived on 2025-04-12. You can view files and clone it, but cannot push or open issues or pull requests.
Find a file
2022-02-20 22:26:50 -05:00
.github/workflows Add SDL2 dev lib to Linux CI 2021-05-09 20:06:32 -04:00
addon Add initial files 2020-08-11 12:07:21 -04:00
cmake Add simple web backend 2022-02-18 16:36:48 -05:00
data Add normal textures for kamen and mrarmor materials 2022-02-15 09:02:10 -05:00
engine Add initial WebGPU GFX functions 2022-02-20 20:05:05 -05:00
example Start work on converting GFXMetal to metal-cpp 2022-02-15 11:25:13 -05:00
extern Update SPIRV-Cross and glslang to latest version 2022-02-20 22:26:50 -05:00
misc Update PCSS and Sponza screenshots 2020-08-19 22:33:35 -04:00
platforms Add initial WebGPU GFX functions 2022-02-20 20:05:05 -05:00
tools Fix cutscene editor compilation 2022-02-18 09:56:48 -05:00
.gitignore Update .gitignore 2022-02-15 11:25:30 -05:00
CMakeLists.txt Add initial WebGPU GFX functions 2022-02-20 20:05:05 -05:00
LICENSE Add initial files 2020-08-11 12:07:21 -04:00
README.md Add a disclaimer in the README that the Metal backend is removed 2021-11-14 17:35:35 -05:00

Prism

A cross-platform engine that integrates a real-time physically based renderer and makes it easy to get started writing games or other graphical applications in C++!

Here are a couple of screenshots that provide a sense of the graphical capabilities of Prism:

pcss sponza

buddha custom models

These are screenshots taken on macOS, using the old Metal backend.

The sibenik, sponza and buddha models shown are from the McGuire Computer Graphics Archive, any other models shown are created by me.

Development

Prism is still a heavy work in progress, and stuff is expected to break. I don't work full time on Prism, so updates are expected to be erratic.

Submitting bug reports and showing stuff you made in Prism is always appreciated! However, if you're submitting a feature request, please look at the Wiki, Issues and Projects first to see my current development plans.

If you're building content for Prism, there is a Blender addon in addon/ that integrates a content pipeline for easy exporting without leaving Blender!

Features

Using C++, you can easily build graphically powered applications that is expected to work consistently regardless of the platform used. There is a PBR renderer included in the repository, but anything can built on top of the GFX api and other platform abstractions.

If you're building a game, there is Input, UI and a basic Audio system available to use. There is also a lot of tools in tools/ that allow you to curate content using the built-in Prism systems such as scenes, cutscenes and materials.

If you're building a tool, ImGui is available to use and uses the docking branch. See tools/ in the repository for examples, most of them is actually built on top of Prism.

You can view a more comprehensive list of features here.

Usage

Requirements

  • CMake
  • C++ compiler that fully supports C++17
    • (2019) MSVC, Clang, and GCC have been tested

There are instructions for Windows, Linux, and macOS targets in the wiki. 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.