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DEngine

A game engine in C11 with 2D and 3D in one world, on native graphics APIs

In development Sheet 19 of 66

Description

DEngine is an open-source game engine written in C11, for Windows, Linux and the Steam Deck, and macOS. It draws 2D and 3D in one world through a GPU-driven, physically based renderer on each platform’s own graphics API: Direct3D 12, Vulkan and Metal. Hardware raytracing is used where the GPU supports it, with a raster fallback where it doesn’t. It’s specified with its own ECS, task graph, physics, audio, text, UI and netcode, and a simulation that’s deterministic across platforms, so lockstep, rollback and replays can work.

It’s pre-alpha, and its README says nothing in it is usable yet. The renderer, the asset system and input already run Sky Hop, a small playable example, natively on Metal. The engine is being built from a written specification alongside its first game, Aviate-Navigate-Communicate, which pins tested engine checkpoints. Its source is public under the MIT license.

Features

  • One world for 2D and 3D, designed for physically based materials, hybrid raytracing and a reference path tracer
  • Native backends: Direct3D 12 on Windows, Vulkan on Linux and the Steam Deck, Metal on macOS
  • Assets and bundles declared in TOML, loaded with one call and checked with another, packed into archives to ship
  • A simulation specified to be deterministic across platforms, for lockstep netcode, rollback and replays
  • A stable C API meant for other developers, under the MIT license

Construction

  • C11
  • Slang
  • Direct3D 12
  • Vulkan
  • Metal
  • SDL3
  • CMake

Project resources

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