For Coders
A simple and fast C++ game engine, designed from the ground up with an Entity Component System (ECS) architecture,
focuses on API and extensibility.
Coupled with efficient Vulkan renderer, optimized to take advantage of the frame graph system.
Read more on engine basics
The engine provides a set Examples which demonstrate base use cases to simplify introduction
Building the engine
With out a project Inside of engine directory
Create directory where all of the projects will be generated to mkdir solutions Generate projects with cmake cmake -B solutions Visual studio solution will be generated with project Launchers/EditorLauncher With a project Inside of engine directory
Engine Basics
The engine has 4 main execution scopes: Reflection scope. Build scope. Startup scope. Scheduled scope. Reflection scope Happening inside of BVR_REFLECTION_BLOCK macro Runs once before main Build scope Where Bvr::App initialisation is happening Runs once inside main Should be used to create resources, add plugins and schedule systems Startup scope Happens once after Build Scope and is responsible for performing complicated engine/game startup logic.