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FluxEngine

⚠ In active development

Expect breaking change.

This is a simple and ultra modular C# GameEngine/RenderingEngine.
My goal with this project is to explore how a game made with .Net Common/Best practice perform both in ease of use and speed.
A secondary goal is to see how decoupled I can make the modules. My idea is to provide engine agnostic* module that you can plug in any .Net game/engine or even unrelated thing.

I have a lot of idea and thing planned but don't expect anything big for a long time😅

Some current feature:

  • Opengl rendering driven by ecs
  • Ecs system
  • Ecs behavior system. Similar to Unity GameObject because esc is really not the best for gameplay
  • Ecs driven Resource system**

Some things I have planned:

  • Vulkan rendering driven by ecs
  • Assets system***
  • Modular editor

Thing I made with this Engine(Not yet ready for public eye😅)

  • Minecraft like(Early dev)
  • Music player that work with tags instead of playlists(Wip****)

* Except some low level module like: Rendering, audio, windowing, input or the core game engine module.
This is due to the engine using Silk.Net for these low level stuff

** More for in engine resource that are use directly by low level stuff like the rendering engine. Resources are different from Assets***.
Most of the time you will use component to store data and not resource. Example of resource: Mesh, Texture, Shader, Sound, etc.

*** Assets are files on the system that contain data to create resources and Resources are datas that are already loaded.
Example of Assets: Prefab, Scene, Level, etc.

**** I want to use the OpenAl audio module and Assets module in it. But they do not exist yet.

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Simple game engine based on ECS in C#

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