Project Detail
KZX Engine
The KZX Engine is a free to use 3D video game engine under a proprietary based software license.
What are our Goals?
Our primary goals for this project were:
- Understanding the workflow of a full game engine and its back-end processes.
- Creating a game engine that is easily usable and is powerfull for indie games.
- Learning from this framework and extending our knowledge with it.
- Eventually making our own systems framework with the knowledge we gained from our current framework.
Features?
Current features:
-. OpenGL Support
-. Audio Files Support
-. Lights with physical units (for directional, candelas for point and spot lights)
-. Main Editor UI (Basic GUI for the KZX Engine)
-. Custom extentions (.kzxproject, .kzxmat, .kzxscene)
-. Physics (W, Colliders, Kinematics) Support
-. Simple Trigger system
-. Real-time material editor
-. Component system
-. Easy Project settings
-. Vsync & Sampling
-. Frustum culling Support
-. Dynamic Based Lighting (No lighting build issues)
-. Quick Launch, Build option
-. Image file formats support
-. Orthodontic Camera View (for 2D game support)
-. Modular & Modern Game Editor
-. Advanced Lua scripting
-. Physically-based material rendering (AKA PBR)
-. Custom material shaders support
-. Windows build system for games
-. Simple Profiling Tool
-. Full 3D Sound System
-. Simple and easy Rigidbody physics
-. FBX, OBJ, DAE Model Support
Upcomming features:
-. C# to Lua binding and to core translation(Luasharp workflow).
-. Volumetric Lighting & Shadows.
-. Volumetric Clouds & Gas.
-. Vulkan Graphics Rendering Support
-. RayTracing and Support (Realistic Reflections).
-. Virtual Reality support with OpenVR.
-. Physics Engine improvements.
-. In-engine development testing tools for a professional testing enviroment.
-. Atmospheric Fog and scattering.
-. Terrain tool(W, Painting, Sculpting and foliage).
-. Android Build Support.
-. VR Build Support.
-. Global Space Illumination.
-. Skeletal Animation Support
-. Custom game splashscreens.
-. In-engine custom shader scripting
-. Custom material shaders support
-. Additional keybindings and fixes.
-. Controller Support (Both in-engine and in-game).
-. GPU Reduced Performance update.
-. Integrated Post Processing.(Bloom, TAA, SSAO, DOF, etc).
-. Linux Engine support.
Scripting
Some basic Lua scripting:
local helloworld =
{
}
function helloworld:OnStart()
Debug.Log(tostring("Hello World :D"))
end
return helloworld
Core Dependencies?
Current:
- OpenGL with GLEW (Current Graphics API)
- GLFW (Windowing and inputs system)
- Assimp (3D model loader)
- Bullet3 (Physics)
- irrKlang (Audio)
- KZX Engine / OV (Systems Back-end Core)
- Tinyxml2 (XML Serializer)
- SOL2 (Lua binder)
- imGui (GUI and interfaces.)
Work In Progress:
- VULKAN (WIP)
- KZXTextureED (Texture Editor - WIP)
- KZX 2.0 Core System (Renewed Core Architecture for back-end processes and overall engine structure.)
- Monobinder (C# Binder - WIP)
- WebGL / HTML Build Supporting.
Specification Requirements?
KZX Engine minimum requirements:
- RAM: 512 MB
- Disk: 10 GB
- OS: Windows 7+ (64-Bit)
- GPU: Any Graphics card supporting OpenGL 4.3