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Linux |
Windows |
macOS |
WebAssembly |
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No CI yet | No CI yet | N/A |
Codacy |
Coveralls |
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RaZ comes from, as you may have noticed, my username Razakhel. This was also meant as a pun, since in french RàZ is the acronym for "Remise à zéro", which basically means "reset". I didn't have any particular intent behind this double meaning. Except maybe hoping that using RaZ might reset your mind because of its awesomeness? Oh well.
Written in modern C++ (17), ECS driven, it is primarily developed for learning purposes. It is intended to be very intuitive & easy to use and tinker with, while trying to stay as optimized & modular as possible.
The engine is available under Windows, Linux & macOS; it can also run in a web browser through WebAssembly (using Emscripten).
The engine can be used with Lua, a scripting language that is very simple to both learn & use. For more information, see the dedicated wiki page.
If you want to get started with RaZ, head to the wiki. For the documentation, look over here!
RaZor, an editor also multiplatform, is available to manipulate the engine through a graphical interface.
A Discord server dedicated to RaZ & RaZor is also available! Feel free to come by to follow the development, ask any question, or just say hi
| Crytek Sponza | Hylian shield (PBR) |
|---|---|
More examples are available here.
| Name | Maintainer/creator | Description |
|---|---|---|
| Atmos | Razakhel | Atmospheric simulation |
| Midgard | Razakhel | Terrain procedural generation |
| Yggdrasil | Razakhel | Tree & foliage procedural generation |
If you also are working on some on your own, feel free to get in touch so that I can add them to the list.
| Module | Features |
|---|---|
| Animation | - Skeleton data structure - Animation support (in progress) |
| Audio | - Using OpenAL Soft - Playing/pausing/stopping/repeating sounds - Positional audio sources & listener - Sound effects (reverberation, chorus, distortion, echo, ...) - Audio input (microphone) mono/stereo support |
| Data | - Bounding Volume Hierarchy (BVH) acceleration structure - Directed graph structure - Mesh signed distance field - Dynamic bitset - File formats: - Meshes: - glTF/GLB import (using fastgltf) - OBJ import/export - FBX import (using the FBX SDK) - OFF import - Images: - PNG, JPEG, BMP, TGA, HDR, GIF, PPM/PGM, PSD, PIC import (using stb_image) - PNG, JPEG, BMP, TGA, HDR export (using stb_image_write) - TGA import - Audio: WAV import/export - Animation: BVH import (in progress) |
| Math | - Vectors, matrices & quaternions - Angles (degrees/radians) - Transformations (translation, rotation, scale) - Noise (Perlin, Worley) |
| Physics | - Shapes (line, plane, sphere, triangle, quad, AABB, OBB) - Shape/shape collision checks (in progress) - Ray/shape intersection checks (in progress) - Rigid body simulation (in progress) |
| Rendering | - OpenGL (4.6-3.3) - Vulkan (in progress) - PBR (Cook-Torrance) & legacy (Blinn-Phong) material models - Deferred rendering, using a custom render graph - Post effects: bloom, tone mapping, SSR, SSAO, ... (in progress) - Tessellation & compute shaders support - Camera (perspective/orthographic) - Light sources (point & directional) - Windowing (window, keyboard/mouse inputs with custom callbacks), using GLFW - Overlay, using ImGui - Cubemap - Normal mapping |
| Scripting | - Lua scripting, using Sol2 |
| XR | - Virtual reality (VR) support (using the OpenXR SDK) |
| Misc | - Custom ECS (Entity Component System) implementation - Uniformized platform-dependent path strings - Logging utilities - Multithreading utilities, thread pool implementation & parallelization functions - Plugin utilities, to load dynamic libraries - Compiler, enum, string, file, floating-point & type utilities - Tracy integration |