Molten started as spare-time engine project, which I eventually intend to use to develop my own games without relying on other engines. Hopefully you'll find a use for it too!
While parts of this project will inevitably be a classic case of re-inventing the wheel, I'm treating it as a chance to gain more experience in the area of game engine development.
Build Status
Platform | Latest | Release |
---|---|---|
Windows | |
|
Android | ||
Linux | ||
MacOS | ||
iOS |
Core Feature Status
See the following table for the per-platform support and status of each feature.
βοΈ Functional/Complete
π§ Work in progres
Blank - Not Started
π« Not-applicable
Feature | Windows | Android | Linux | Mac | iOS |
---|---|---|---|---|---|
Renderer - OpenGL | π« | ||||
Renderer - OpenES | π« | π« | |||
Renderer - Vulkan | π§ | ||||
Renderer - DirectX 11 | π§ | π« | π« | π« | |
Renderer - DirectX 12 | π§ | π« | π« | π« | |
Audio - OpenAL | π§ | ||||
Audio - XAudio 2 | π« | π« | π« | ||
Keyboard support | βοΈ | ||||
Mouse support | βοΈ | ||||
Touch support | π§ | π§ | |||
Game pad support | βοΈ | ||||
Entity component system | βοΈ | βοΈ | βοΈ | βοΈ | |
Content Management System | βοΈ | ||||
Example projects | π§ | ||||
Networking - MNet | |||||
2D Physics engine | |||||
3D Physics engine | |||||
Tool - Content editor | |||||
Tool - Scene editor | |||||
Project templates |
Renderer Feature Status
See the following table for the per-renderer support and status of each feature.
βοΈ Functional/Complete
π§ Work in progres
Blank - Not Started
π« Not-supported
Feature | DX11 | DX12 | OpenGL | OpenGL ES | Vulkan |
---|---|---|---|---|---|
Deferrend rendering | π§ | ||||
Physically-Based (PBR) | |||||
Geometry Shaders | βοΈ | ||||
Tessellation | π§ | ||||
Hull & Domain Shaders | βοΈ | ||||
Compute Shaders | βοΈ | ||||
2D Spite batching | βοΈ | ||||
2D Primitive batching | βοΈ | ||||
Compressed textures | βοΈ | ||||
Hardware instancing | βοΈ | ||||
Occlusion culling | |||||
Frustrum culling | |||||
Portal culling | |||||
Level of Detail (LoD) | |||||
HDR support | |||||
2D Texture arrays | βοΈ | ||||
3D Texture arrays | βοΈ | ||||
3D/volume textures | βοΈ | ||||
static skyboxes | βοΈ | ||||
real-time skyboxes | |||||
multi-window support | βοΈ | π« | |||
Render into WinForms | βοΈ | π« | π« | ||
Render into WPF | π« | π« | |||
Render into UWP | π« | π« | π« | ||
Render into MAUI | |||||
Render into Android UI | π« | π« | |||
Raytracing | π« | π« | π« | ||
HLSL Shader Compiler | π§ | π« | π« | π« | π« |
GLSL Shader Compiler | |||||
SPIR-V Shader Compiler |
Android
Molten has recently been upgraded to .NET 7. To build for Android you will need to install the Android workloads by running
dotnet workload install android
in command prompt or powershell.
If you're upgrading from a previous .NET version, you may also need to run this command again to update the android workload.
Sponsors
A massive thank you to some of our sponsors:
Third-Party Libraries
A special thanks to each of these great libraries, without which Molten wouldn't exist in it's current form:
- Silk.NET - C# Bindings for DirectX 11/12, OpenGL, Vulkan, Assimp, OpenCL, OpenAL and OpenXR
- SharpDX - Source for some Molten.Math types
- Magick.NET - Extensive image library for .NET
- JSON.NET - JSON serialization