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Description

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).

Programming language: C++
License: MIT License
Tags: Game Engine     Windows     Linux     Osx     Cross-platform     3D     Web     C++17    

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README

RaZ

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


Linux Windows macOS WebAssembly Compilation Unit tests No CI yet No CI yet N/A

Codacy Coveralls
Codacy status Coverage status

Summary

RaZ comes from, as you may have noticed, my username Razakhel. This was also meant as a pun, since in french RΓ Z is the acronym for "Remise Γ  zΓ©ro", 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).

πŸ–₯️ RaZor, an editor also multiplatform, is available to manipulate the engine through a graphical interface.

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

πŸ’¬ A Discord server dedicated to RaZ & RaZor is also available! Feel free to come by to follow the development, ask any question, or just say hi πŸ‘‹

Gallery

Crytek Sponza Hylian shield (PBR)
Crytek Sponza Hylian shield

More examples are available here.

Projects using RaZ

Name Maintainer/creator Description
Atmos Razakhel Atmospheric simulation
Midgard Razakhel Terrain procedural generation
Yggdrasil Razakhel Tree & foliage procedural generation

If you also are working on some on your own, feel free to get in touch so that I can add them to the list.

Features

Module Features
Animation - Skeleton data structure- Animation support (in progress)
Audio - Playing/pausing/stopping/repeating sounds- Positional audio sources & listener
Data - Bounding Volume Hierarchy (BVH) acceleration structure- Directed graph structure- Dynamic bitset- File formats:    - Meshes: OBJ import/export, FBX import, OFF import    - Images: PNG import/export, TGA import, HDR import (in progress)    - Audio: WAV import    - Animation: BVH import (in progress)
Math - Vectors, matrices & quaternions- Angles (degrees/radians)- Transformations (translation, rotation, scale)- Noise (Perlin, Worley)
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)
Rendering - OpenGL (4.6-3.3)- Vulkan (in progress)- PBR (Cook-Torrance) & legacy (Blinn-Phong) material models- Deferred rendering, using a custom render graph- Post effects: bloom, tone mapping, SSR, SSAO, ... (in progress)- Tessellation & compute shaders support- Camera (perspective/orthographic)- Light sources (point & directional)- Windowing (window, keyboard/mouse inputs with custom callbacks) using GLFW- Overlay using ImGui- Cubemap- Normal mapping
Misc - Custom ECS (Entity Component System) implementation- Uniformized platform-dependent path strings- Logging utilities- Multithreading utilities, thread pool implementation & parallelization functions- Plugin utilities, to load dynamic libraries- Compiler, enum, string, file, floating-point & type utilities