Check out the live WebGL/WebAssembly samples!
Supported Platforms
- Operating System: Windows (x64), macOS, iOS, Linux (x64), Web Assembly, 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 demonstarted and unit tested through examples.
Media
Dr. Scientist. - an example game with root motion animation and kinematic physics character controller
Global Illumination + Temporal Anti-Aliasing.
Area Lights.
Subsurface Scattering.
Signed Distance Field Shadows.
Scriptable Renderer. 100 Lights using Forward, Deferred or Z-Prepass.
Scriptable Post-Processing. Ray Marched Menger Sponges, Depth of Field, Bloom.
Stencil Shadow Volumes.
64k Data-Oriented Entities, Multiple Shadow Maps, Texture Arrays.
Vertex Stream Out, Instanced Skinning, PBR, Oren Nayar, Cook Torrence.
Directional, spot and point light shadows.