RacoonEngine

Image of Sample Scene

RacoonEngine is an early cross-platform 3D engine and application framework for any kind of 3D applications like games, interactive simulations or visualizations. It’s based on a highly flexible scene graph system that allows you to compose and visualize any type of 3D scene for your application.

RacoonEngine is written in C++ and has been designed with flexibility and extensibility as one of it’s main goals. Therefore, it’s not only a 3D engine, but a consistent framework that allows you to combine all the components that you need for your application without having to care about the differences of the actual libraries, APIs or operating systems that you are using. The underlying systems and libraries are abstracted by a powerful reflection and component system, which makes it easier and more effective to create applications for different platforms and target components such as rendering, sound, physics, network, scripting and so on.

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Features

Some features available within this project are:

  • Low-level rendering (RHI) implementations, designed with AZDO (“Almost Zero Driver Overhead”) in mind
  • RHIs: OpenGL, Vulkan (currently worked on), OpenGLES3, Direct3D9, Direct3D10, Direct3D11, Direct3D12 (all D3D* interfaces currently worked on)
  • Designed to be cross-platform (currently only Linux with some basic structures for Windows systems)
  • All shader types are supported, including mesh shaders (not tested as I use AMD)
  • Asynchronous resource streaming
  • Resource hot reloading support
  • Resource compilation to target platform
  • Abstract shader language: Write once, use across all RHIs
  • Forward and Deferred Rendering (through data-driven compositor system)
  • Data-driven material system, designed from the ground up
Markus Näther
Markus Näther
Machine Learning Engineer

My research interests include distributed robotics, mobile computing and programmable matter.