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Elemental Engine

This project is my most ambitious project until now.

Target: This engine must be finished around the time I finish my PhD.

A real-time, high-performance Systemic Multi-Element Reactivity Engine built from scratch in modern C++ to simulate complex parallel thermodynamic and chemical phase transitions directly on parallel GPU.

I will be writing the engine without any use of game engines. I will use Hardware Abstraction Layer (HAL) to not rewrite the whole code in both backends.

Core Architecture & Pipeline Layout

I will be using two backends

  • Vulkan 1.3 Backend
  • DirectX 12 Backend

Used Hardware

Development Device: Intel Core CPU / NVIDIA RTX 4070 Ti Super (Pop!_OS Linux & Windows 11)

Additionally: I might add an ASUS handheld with AMD to make sure that Nvidia is not being merciful.

Simulation Framework (The GPU Kernels)

The element mechanics (Fire, Water, Electricity, Gas) are evaluated inside a 3D grid cell topology utilizing double-buffered GPU Structured Buffers. (Compute and Fragment Shader)

My idea is that, the fire can make the gas explode, the water can turn off the fire, the electricity can electrify the water, the fire can evaporate the water etc.

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A systemic multi-element reactivity engine in DX12 and Vulkan 1.3 from scratch

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