Razix is a High Performance Engine for experimenting with different rendering techniques. Razix supports Windows, Mac, Linux.
Razix is a cross-Platform 3D engine with multi render API support (Vulkan, DirectX 12). It's being built on a new design principle of "Everything is as asset" to replace traditonal gameobject and ECS systems and primarily focusing on making a game one day soon. I have a game idea that I'll be showcasing using the engine in 2025 hopefully, eventually I hope razix will be mature enough one day. It's also my portfolio.
View the Trello Board and the Architecture notes on Draw.io
- Built using C++17. (Engine will be reverted back to C++14 once entt/sol have been removed and only Jolt will be compiled in C++17 mode)
- C++14 over C++11 because
constexpr
andsizeof
and improvedlamdbas
are needed for framegraph.
- C++14 over C++11 because
- Support for Windows, Linux, macOS.
- Support for Vulkan & DirectX 12.
- Data Driven Framegraph based on EA's frostbite engine (based on skaarj
1989's Framegraph implementation)
- Uses Custom Node Graph Editor
Node based Frame Graph Editor |
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- 3D audio using OpenAL
- Complete Deferred pipeline + Bindless resources + nanite-like renderers(Future support for customizable render graph editor for complete control).
- Level Editor & tools built using QT
- Multi Physics engine support.
- 3D physics using Jolt.
- Basic lua scripting support
- Extremely detailed profiling using Tracy and RenderDoc integrated
- Supports GLSL, HLSL shading languages to create custom materials + Custom Razix Shaders files for easy compilation
- Resource Pool base management and custom asset format
Resource Viewer |
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- Data drive pipeline architecture - FrameGraph uses JSON files
- Custom Razix STL and Razix Memory
- WorldRenderer Passes
- Lighting and shadows
- Directional lights with CSM (Cascaded Shadow Mapping)
- Point lights
- Spot lights
- Deferred PBR
- IBL
- Skybox (HDR & Procedural)
- SSAO
- Debug Drawing
- ImGUi
- Tonemapping
- FXAA
- TAA (WIP)
- Lighting and shadows
Experimental features:
- Machine Learning sandbox (custom NNs class + Transformers WIP) CPU only for now, later might be ported over the engine RHI layer
- Department based memory/frame time budget profiling (inspiration from SMS GDC talk and Insomniac engine)
DirectX11, OpenGL has been deprecated. Only high-level APIs and RTX level GPUs will be supported. PSVita(GXM) and PS3(GCM) will be supported sometime far in future.
Razix also provides a rich set of GUI and Commmand Line Tools along with the Editor for various purposes such as
- Razix Asset Packer - CLI Tool + API for Editor - Export 3D Models into custom razix format Meshes and Materials
More information will be update on creating PRs and other ways to contribute to Razix Engine.
Check the style guide for Razix Style enforcements
ex. Lua Scriping API cheatsheet
Check the Docs folder or Architecture notes on Draw.io for a detailed architecture description
Core Systems | Frame Graph |
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Razix Engine is distributed under Apache 2.0 license. LICENSE