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#Krono Krono is the working name a deferred graphics engine I am working one. The name Krono comes from some games I made before called Kronologic. The aim of this graphics engine is to offer a modern and flexible graphics engine for game development. Initially, the graphics engine will focus on a deferred rendering pipeline. It will be kept flexible to allow forward rendering later on.

Design Goals

Krono will strive to only include what is necessary to render graphics. This means that the graphics engine will not include a hierarchal scene graph using nodes with positions and rotations. This is meant to be a graphics engine only. Instead a transform matrix must be supplied for each object. It is up to the user to decide how to create this transform. This method is compatible with a scene graph external to the graphics engine, but is not required.

Krono will also not include any singletons. This way any and all dependencies are clear by evaluating a classes interface. This also means that seemingly unrelated code will not be having hidden relationships through global state.

Krono will be built around DirectX 11. No support for the fixed function pipeline will be added. Krono will support DirectX 11 and OpenGL 4.4. It will be flexible to allow the inclusion of DirectX 12, Mantle, or any other Graphics API.

Krono will be built around deferred rendering, however, the engine will be flexible enough to support forward rendering as well.

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A deferred rendering engine

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