A modern, real-time rendering engine written in C++ and powered by OpenGL, designed with physically-based rendering (PBR), high dynamic range (HDR), and advanced lighting and shadow techniques in mind.
- Physically Based Rendering (PBR)
- Full PBR material pipeline with Image Based Lighting (IBL)
- GGX specular prefiltering, irradiance convolution, BRDF LUT
- HDR & Bloom
- High Dynamic Range rendering pipeline
- Physically correct bloom
- Advanced Lighting
- Directional lights with Cascaded Shadow Maps (CSM)
- Omnidirectional shadow mapping for point lights
- Directional shadow mapping for spot lights
- Anti-Aliasing Options
- MSAA2X, MSAA4X, MSAA8X, MSAA16X (Multisample Anti-Aliasing)
- Entity Component System (ECS)
- Modern ECS based architecture
- Custom component scripting support
- Editor GUI
- Built-in ImGui interface for real-time tweaking of engine parameters
- Dynamic scene control and live updates
Engine_Demo.mp4
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Make sure you have CMake and Visual Studio 2022 installed with the MSVC compiler
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Clone the repository (recursive to pull submodules):
git clone --recursive https://github.com/BarisPozlu/Lypant-Engine
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Go to the following directory:
cd Lypant-Engine\build\windows\ -
Run the setup script to build dependencies:
.\SetupLibraries.bat -
Generate the Visual Studio solution:
.\GenerateSolution.bat -
Open the generated solution file and build with Visual Studio.
Even though a premake binary is not provided for non-Windows platforms, the build process is still similar:
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Make sure you have Premake5 installed
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Clone the repository with submodules.
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Run the
SetupLibrariesscript manually. -
Run
premake5yourself to generate platform-specific project files:premake5 gmake2 # for Linux Makefiles premake5 xcode4 # for macOS



