ionEngine is an application framework written in C++ designed primarily for use
in game development and other graphics-heavy applications.
It is designed with maximum extensibility in mind to enable rapid prototyping
while allowing thorough customization where needed. The goal is to provide a
framework that lasts through the early stages of development through to
production and release.
ionEngine is built using modern OpenGL practices for simple and direct
cross-system compatibility and optimal performance.
ionEngine provides features through a large number of optional modules so
that only the necessary components need to be included in a project.
Features included in ionEngine or additional modules are:
- Component-entity based scene graph which is renderer-agnostic to maximize extendability
- Forward and deferred lighting systems implemented using OpenGL
- Bloom, SSAO, depth-of-field, and other post-processing effects
- Volumetric utilities such as a shader-based raycast volume renderer and marching cubes implementation
- GUI elements provided through GWEN
- Windowing and input provided through GLFW
Source code distributions are available at Bitbucket and GitHub
Further information can be found at the ionEngine3D website and at the ionEngine project page.
Doxygen-generated documentation can be found here
The ionEngine is licensed under the MIT license