Awesome
pmtech
Check out the live WebGL/WebAssembly Samples!
Supported Platforms
- Operating System: Windows (x64), macOS, iOS, Linux (x64), WebAssembly, Android (wip).
- Compilers: vs2017+, Clang 6+, Apple LLVM 9+, Gcc 7+, emcc 2.0.
- Rendering Backends: Direct3D11, OpenGL3.1+, OpenGLES3+, WebGL 2.0, Metal, Vulkan (wip).
- Shader Langauges: HLSL Shader Model 3.0+, GLSL 330+, Metal, SPIR-V.
Features
- Lightweight: Minimalistic, simple apis, shallow call stacks.
- Data-Oriented: Instruction and data cache friendly design for optimal performance.
- Multithreaded: Async render, physics, audio and entity component system.
- Low-level abstractions: Input, gamepad, timers, threads, window, os, file system, etc.
- Live-reloading: Dynamically reload c++, shaders and render pipleines.
- Ecs: Entity component system and root motion animation system.
- Pmfx: Scriptable renderer, shader, compute and post-processing system.
- Tools: Graphical editor, mesh optimiser, volume texture / sdf generator.
- Build Pipeline: project generation, compilation, asset building and packaging.
- Examples: 40+ samples and unit tests.
- Example Game: Dr. Scientist is a demo game using pmtech.
- Visit the wiki for more information.
Usage
- Take a look at the Building instructions to get started.
- All features in pmtech are demonstrated and unit tested through examples.
Media
<img src="https://github.com/polymonster/polymonster.github.io/blob/da8757c5d9e8a142f0f4ef4a83c486109467e7c1/images/pmtech/gifs/dr_scientist.gif" width="100%" /> <sup>Dr. Scientist. - an example game with root motion animation and kinematic physics character controller</sup> <img src="https://github.com/polymonster/polymonster.github.io/raw/master/assets/gifs/gi_demo.gif" width="100%" /> <sup>Global Illumination + Temporal Anti-Aliasing.</sup> <img src="https://github.com/polymonster/polymonster.github.io/raw/master/assets/gifs/area-lights.gif" width="100%" /> <sup>Area Lights.</sup> <img src="https://github.com/polymonster/polymonster.github.io/raw/master/assets/gifs/sss.gif" width="100%" /> <sup>Subsurface Scattering.</sup> <img src="https://github.com/polymonster/polymonster.github.io/raw/master/assets/gifs/sdf-shadow.gif" width="100%" /> <sup>Signed Distance Field Shadows.</sup> <sup>Scriptable Renderer. 100 Lights using Forward, Deferred or Z-Prepass.</sup> <sup>Scriptable Post-Processing. Ray Marched Menger Sponges, Depth of Field, Bloom.</sup> <img src="https://github.com/polymonster/polymonster.github.io/raw/master/assets/gifs/stencil-shadows.gif" width="100%" /> <sup>Stencil Shadow Volumes.</sup> <img src="https://github.com/polymonster/polymonster.github.io/raw/master/assets/gifs/tourus.gif" width="100%" /> <sup>64k Data-Oriented Entities, Multiple Shadow Maps, Texture Arrays.</sup> <sup>Vertex Stream Out, Instanced Skinning, PBR, Oren Nayar, Cook Torrence.</sup> <img src="https://github.com/polymonster/polymonster.github.io/raw/master/assets/gifs/shadow-maps.gif" width="100%"/> <sup>Directional, spot and point light shadows.</sup>