DEngine / Documentation
DEngine, in detail
A game engine in C11 with 2D and 3D in one world, on native graphics APIs
Project brief
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.
What’s included
• 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
Current status
This project is in active development, so details may change.
Questions and support
For questions about DEngine, contact DWMM Holdings with the project name and a short description of what you need. Please don’t send credentials or other sensitive information by email.