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Darius

3D, Multi-Threaded, DirectX12 Game Engine and Editor

Install / Use

/learn @MohammadMDSA/Darius
About this skill

Quality Score

0/100

Supported Platforms

Universal

README

Darius Engine

Codacy Badge

<img src="Docs/overview.png" width="100%">

Features

  • Core
    • Runtime Type Reflection
    • Code Generation
      • Auto Type Reflection Registration
      • Auto Serialization and Deserialization
  • Resource Management
    • Default: PBR Material, Texture (DDS, TGA), Static and Skeletal Mesh (FBX), Animation (FBX), Vertex Batch Resources, and Physics Material
    • Dynamic Resource Type Registration (You can define your own types)
  • Renderer
    • DirectX 12 Vendor
    • Anti-Aliasing
      • TAA
    • Post Processing
      • HDR Tone Mapping
      • Bloom
    • Physics-Based Rendering (PBR) Materials
      • Diffuse, Normal, Roughness, Metallic, Emissive, and World Displacement Textures Mapping
      • Diffuse Albedo, Emissive, Metallic, and Roughness Components
      • Opaque, Transparent
      • Multiple Sub-Meshes
    • Lighting
      • Hammon Model
      • Shadow Mapping
      • IBL
    • Texture Filtering
    • Skybox
    • Ray Tracing Renderer
      • Static Mesh
      • Terrain
    • Rasterization Renderer
      • Static Mesh
      • Skeletal Mesh
      • Terrain
      • Billboard
    • Optimizations
      • Frustum Culling
      • Separate Z Pass
      • Pipeline Caching
    • PIX Debugging Integration
  • Debug
    • Debug Draws
  • Scene Management
    • Saving & Loading
    • Entity Component System Architecture
    • Scene Graph and Hierarchical Transform Math
    • Prefab Creation
    • FBX Scene Loading
    • Game Object Instantiation
  • Physics
    • Dynamic, Static, and Kinematic Actors
    • Physics Material
    • Collision and Trigger Handling with Callbacks
    • Geometry
      • Box, Sphere, Capsule, and Convex Mesh
    • Scene Query
      • Ray Casting
      • Sweeps
        • Sphere
        • Box
        • Capsule
  • Editor
    • Resource Monitor
    • Ghost and Orbit Cameras
    • Gizmos (Translation, Rotation, and Scale)
    • Simulation (Run, Stop, Pause, and Step)
    • Profiler Graph
    • Game Object Property Manipulation through GUI (including components)
    • Resource Property Manipulation through GUI (including saving & loading)
  • Job System and CPU Multi-Core Utilization
  • CPU & GPU Profiling
    • Framerate Metrics (Last, Max, Avg)
    • Framerate Graphs
    • CPU Frame Snapshot and Flame Graph
  • And so much more!

PBR Material

<img width="49%" display="inline-block" src="Docs/MetallicRoughness.png"> <img width="49%" display="inline-block" src="Docs/PBR.png"> <br>

Lighting

<br>

Mesh Rendering (Skinned and Static)

<br>

Skinned Mesh Animation


Known Braking Issues

  • Prefab and FBX resources must be loaded. Either manually or through the usage of its contained resources.

Installing

  1. Clone the repository and its submodules:

    git clone --recursive https://github.com/MohammadMDSA/Darius.git

  2. Install dependencies

    1. Install Boost and have Boost_ROOT environment variable pointing to where you've installed Boost.
    2. Install FBX SDK.
      1. Download FBX SDK 2020 from FBX SDK website and install it.
      2. Have FBXSDK_ROOT system environment variable pointing to where you've installed FBX SDK.
    3. (Optional) Install Pix and have WinPixEventRuntime_DIR enviroment variable pointing to its install directory. It must contain Include/ and bin/ as its subdirectories and enable ENABLE_PIX cmake option.
  3. Configure and Build using CMake and MSVC compiler. (Other compilers may work but have not been tested)

  4. Run Darius executable to run Darius Editor with demo project.

View on GitHub
GitHub Stars29
CategoryDevelopment
Updated1mo ago
Forks0

Languages

C++

Security Score

90/100

Audited on Feb 19, 2026

No findings