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Hork Engine

Game engine

Developed for Quake-style 3D games, but it is possible to create games of other genres.

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A bit of history

The beginning was laid a long time ago, the development of the latest version of the engine started from scratch in the fall of 2018. Before that, there were other versions that were not very successful.

Fun fact

One of the engine versions was called Unity and was developed in 2002. It was a clone of Quake 3 Arena (only level renderer). At that time, I was inspired by Carmack's code, the sources of Quake1 and Doom2 were already available.

Features

Technical information

  • C++
  • Windows7+, Linux
  • 64 bit only
  • SSE2

Actor-Component based world architecture

  • Reflection
  • Garbage collector
  • World consist of Actors, Actors consist of Components, Components share resources.

Different geometry types

  • Static Mesh
  • Procedural Mesh
  • Skinned Mesh
  • Surface

Animation

  • Procedural via ProceduralMesh
  • Skinned via SkinnedMesh and animation controllers
  • Component

Dynamic and static lighting with shadows

  • Directional Light
  • Point Light
  • Spot Light
  • Diffuse per-pixel lightmaps
  • Diffuse per-vertex light
  • Dynamic per-pixel lighting
  • Cascaded shadow maps (PSSM+PCF)
  • Omnidirectional shadow maps
  • Photometric profiles

Material system

  • Material graph with automatic shader generation
  • Material instancing
  • Different material types: HUD; Unlit; Base Light (non-physically based); PBR (physically based).
  • Parallax mapping
  • Tessellation Flat/PN with displacement mapping

Forward+ clustered renderer based on OpenGL4.5 core

  • Modern Framegraph architecture
  • Depth pre-pass
  • Wireframe and normals renderer
  • Debug renderer (points, lines, polygons)
  • Batching
  • sRGB
  • Premultiplied alpha
  • Specular Antialiasing (Toksvig, vMF baked to Roughness)
  • Texture compression BC1-7
  • Virtual texturing

Postprocess effects

  • Bloom
  • Dynamic exposure
  • Tonemapping
  • Color grading (LUT, procedural)
  • Vegnette
  • FXAA
  • SMAA
  • HBAO
  • SSLR
  • Motion Blur (per-object, per-bone)

Advanced culling system

  • Frustum Culling
  • Portal Culling
  • Potentially Visible Set
  • BSP

Asset importing and resource management

  • 3D models (GLTF, OBJ)
  • Different image formats (WEBP, PNG, PSD, PNM, PIC, JPG, BMP, TGA, HDR, EXR)
  • Fonts (TTF)
  • Photometric profiles (IES)

Audio

  • Decoders OGG, FLAC, MP3, WAV
  • Streaming support
  • 2D and 3D / HRTF
  • Unlimited audio sources

Fast scene raycasting

  • Used speedup structures such as BSP, BVH, Portals

Physics

  • Powered by BulletPhysics engine
  • Different collision shapes such as: Sphere. Box. Cylinder. Capsule. Convex. Triangle Soup
  • Physics raycasting, sphere casting, convex casting
  • Dynamic bodies simmulation
  • Kinematic bodies
  • Soft bodies (experimental)
  • Triggers
  • Convex decomposition

Input system

  • Devices Mouse, Keyboard, Joystick/Gamepad
  • Axes mapping
  • Actions mapping

2D

  • Widget system GUI
  • Canvas (low level 2D rendering api)
  • SVG rendering
  • Materials
  • Blending

AI

  • Tiled navigation mesh for path finding

Misc

  • Powerful memory allocation system
  • Classic console with commands and variables
  • Multiple players
  • Multiple viewports with blending
  • Multiple worlds and levels
  • World pausing without additional user extra-code
  • Documentation in doxygen format
  • MIT license

Used third-party libraries

  • AngelSript
  • bc7enc
  • bcdec
  • Bullet Physics
  • cgltf
  • Clipper
  • EASTL
  • FastLZ
  • fast_float
  • fast_obj
  • {fmt}
  • GLEW
  • glutess
  • HACD
  • libwebp
  • lunasvg (freetype, plutovg as part of lunasvg)
  • MikkTSpace
  • mimalloc
  • miniaudio
  • Miniz
  • muFFT
  • nanovg
  • Optick
  • Recast & Detour
  • SDL2
  • stb
  • tinyexr
  • V-HACD
  • FXAA
  • SMAA
  • half.c

See details.

Planned features / WIP

  • Particle System
  • Global Illumination
  • Decals
  • Area lights
  • Directional lightmaps (radiocity?)
  • Built-in lightmapper
  • Mesh LODs
  • Terrain texturing
  • Water
  • Foliage
  • Imposters
  • Subsurface scattering
  • Postprocess materials
  • Postprocess techinques: DOF, Air distortion
  • More parallel computations
  • SDF fonts
  • Lens flares, godrays
  • Network, steam integration
  • Antialiasing (MSAA, TXAA)
  • Multisampling for debug renderer
  • Text and icons for debug renderer
  • Occlusion culling improvements: Software Occlusion Culling, HiZ, or someting like this
  • Navmesh: dynamic obstacles, areas, area connections, crowd
  • Audio: effects
  • Physics: soft body, constraints, ragdoll, character controller
  • Material graph editor

Contributing

Contributions are very welcome.

Airplane minigame demo

Airplane minigame

Support

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Languages

  • C++ 56.6%
  • C 38.0%
  • GLSL 4.6%
  • Other 0.8%