Prisma Engine is a cross-platform 3D game engine built with modern C++20, focusing on high-performance rendering and modern graphics architectures.
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Current Status: Android Vulkan runtime is production-ready, Windows DirectX 12 backend is in advanced development.
| Platform | Status | Trigger |
|---|---|---|
| Windows | Push / PR | |
| Android | Push / PR | |
| Linux | Push / PR |
| Platform | Status | Trigger |
|---|---|---|
| Windows | Push / Manual | |
| Android | Push / Manual | |
| Linux | Push / Manual |
| Platform | Status | Trigger |
|---|---|---|
| Windows | Push / Manual | |
| Linux | Push / Manual |
| Platform | Status | Trigger |
|---|---|---|
| Windows | Push / Manual | |
| Android | Push / Manual | |
| Linux | Push / Manual |
| Target | Status | Trigger |
|---|---|---|
| Package Linux | Manual | |
| Package Windows | Manual | |
| Release | Tag (v*.*.*) |
| Module | Status | Description |
|---|---|---|
| ECS Component System | ✅ 80% | High-performance Entity Component System |
| DirectX 12 Backend | ✅ 70% | Modern DX12 rendering path |
| Vulkan Backend | ✅ 90% | Robust cross-platform implementation |
| Platform Layer | ✅ 95% | Unified Windows/Linux/Android abstraction |
| Logger System | ✅ 100% | Thread-safe cross-platform logging |
| Audio System | ✅ 50% | XAudio2/SDL3 backends with 3D spatial support |
| Resource Management | ✅ 75% | Smart asset loading and caching |
| Android Runtime | ✅ 90% | Optimized Vulkan runtime with GameActivity |
| Editor Tools | ⏳ 15% | ImGui integrated basic inspector |
Overall: ~65%
Prisma Engine now uses CMake FetchContent by default, making dependency management completely automatic.
# Clone repository
git clone --recursive https://github.com/Excurs1ons/PrismaEngine.git
cd PrismaEngine
# Build using CMake Presets
cmake --preset windows-x64-debug
cmake --build build/windows-x64-debug --parallel# Install dependencies (Ubuntu/Debian)
sudo apt-get install libx11-dev libxrandr-dev libvulkan-dev
# Build
cmake --preset linux-x64-debug
cmake --build build/linux-x64-debug --parallel# Open in Android Studio
# Location: projects/android/PrismaAndroid
# Dependencies are automatically downloaded via CMake FetchContent- Documentation Index - Start Here
- Architecture Optimization - Recent design improvements
- Vulkan Integration - Detailed Android implementation
- RenderGraph Plan - Future rendering roadmap
- Modern C++20: Utilizing concepts, coroutines, and designated initializers.
- Smart Dependency Management: No manual library installation required; CMake handles everything.
- Unified Rendering API: Write once, run on DX12 or Vulkan.
- Android Optimized: Zero-latency input via GameActivity and high-performance Vulkan path.
MIT License - see LICENSE for details.