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- Fixed orthographic projection by transposing the matrix (translation was in column-major)
  - This still doesn't feel right, but it's a start

- Fixed a potential warning on RenderSystem::update()'s unused deltaTime parameter
  - This occurred when building RaZ without windowing

- Fixed Codacy issues
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README.md

RaZ logo
RaZ

Modern & multiplatform 3D game engine in C++17


Linux build
Linux
Windows build
Windows
macOS build
macOS
WASM build
WebAssembly
Compilation
Unit tests No CI yet No CI yet N/A
Codacy
Codacy
Coveralls
Coveralls
Codacy Badge Coverage Status

Summary

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 as optimized as possible, while trying to stay as modular as it can.

The engine is available under Windows, Linux & macOS; it can also run in a web browser through WebAssembly (using Emscripten).

📖 If you want to get started, head to the wiki. For the documentation, look over here!

💬 A Discord server dedicated to RaZ is also available! Feel free to come by to follow the development, ask any question, or just say hi 👋

Gallery

Crytek Sponza Hylian shield (PBR)
Crytek Sponza Hylian shield

More examples are available here.

Features

Module Features
Audio - Playing/pausing/stopping/repeating sounds
- WAV import
Math - Vectors
- Matrices
- Quaternions
- Angles (degrees/radians)
- Transformations (translation, rotation, scale)
Rendering - OpenGL (3.3 or 4.5)
- Vulkan (in progress)
- Standard (Blinn-Phong) & PBR (Cook-Torrance) material models
- Deferred rendering, using a custom render graph
- Camera (perspective/orthographic)
- Light sources (point & directional)
- Cubemap
- Normal mapping
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)
Misc - ECS (Entity Component System) implementation
- Dynamic bitset
- Uniformized platform-dependant path strings
- Directed graph structure
- Meshes (OBJ import/export, FBX import, OFF import)
- Images (PNG import/export, TGA import, HDR import (in progress))
- Windowing (window, overlay, keyboard/mouse inputs with custom callbacks)
- Compiler, enum, string, type & threading utilities
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