MIT License

项目介绍

BobbyAnguelov/Esoterica 是一个托管在 GitHub 上的开源项目,主要使用 C++ 编写,采用 MIT License 许可证,目前获得 1.9k 个 Star、160 次 Fork。

仓库全名
BobbyAnguelov/Esoterica
开源许可证
MIT License
Star 数
1.9k
Fork 数
160
未关闭 Issue
4

README 摘要

Esoterica Prototype Game Engine Esoterica Engine is an MIT licensed prototype game engine framework. It's intended for use either as a proprietary engine starter pack, a technology demonstrator, an educational tool or an R&D framework. The goal of Esoterica is to provide a solid and robust starting point for folks that are looking to build their own tech or transition off of existing tech. It provides a lot of the…

完整内容见 GitHub 原始 README 或本页 。

常见问题

Esoterica 用什么语言开发?

主要使用 C++ 编写,采用 MIT License 许可证,目前有 1.9k 个 Star。

Esoterica 可以免费商用吗?

仓库采用 MIT License 许可证,可免费使用与修改,商业使用请遵守许可证条款(例如保留版权声明与许可声明)。

如何获取 Esoterica 的源码?

可以直接克隆仓库:git clone https://github.com/BobbyAnguelov/Esoterica.git,默认分支为 main;安装与运行步骤见仓库 README。

Esoterica 最近还在维护吗?

仓库最近一次更新为 1 周前,当前有 4 个未关闭 Issue;Star 数为 1.9k,可作为社区活跃度的参考。

关于

GitHub 原始描述(英文)

Esoterica Engine

描述取自 GitHub 官方 API,保持仓库作者书写的原文。

简要分析

热度分
2236
价值分
1174
活跃状态
活跃

语言占比

Batchfile
C
C++
Promela
Python

README

Esoterica Prototype Game Engine

Esoterica Logo

Esoterica Engine is an MIT licensed prototype game engine framework. It’s intended for use either as a proprietary engine starter pack, a technology demonstrator, an educational tool or an R&D framework. The goal of Esoterica is to provide a solid and robust starting point for folks that are looking to build their own tech or transition off of existing tech. It provides a lot of the boring and time consuming boilerplate systems (reflection, serialization, resource management, math, etc…) as well as a tool framework allowing people to rapidly build their own tool/editors.

We need to be clear that Esoterica is NOT an off the shelf game engine that you can just take and work with. It is intended for technical teams that have the ability to extend and build upon it.

Important Note: Stability

Esoterica is a prototype engine that’s being developed in our spare time and as such there will likely be bugs and crashes (primarily with the tooling side). It is not intended as a stable production tool. If you encounter any crashes or bugs, please file issues and we’ll try to get to them as soon as we can.

Open Source Not Open Contribution

Esoterica is not a product and so there wont be any formal releases or versions. As such, we are not looking for any feature requests, nor are we looking for large PR contributions. Any feature requests or large PR will be rejected. That said, please feel free to create issues for bugs, clearly broken/incomplete pieces of code or for general questions.

Level Editing / Tooling / Import Pipeline

The level editing experience is intentionally barebones and rough. In our experience, level editing workflows and tools are incredibly subjective. There is no way to provide tools or workflows that will work for everyone. It will also go against the goal of Esoterica, which is to be a starting point for custom engine development. If a team wants to use Esoterica as a base we want to provide the simplest base for them to build whatever tooling they need for their team and their game.

We are providing some tools in a more polished form like the animation tools and ragdoll editor. This is because we believe that this area is a significantly less subjective field as the problem is better defined and constrained. This makes it easier to build tooling and guide folks down a specific tooling path.

The import pipeline is currently a bit rough from a front-end experience, this is being iterated and played with currently to see if we can find a balance between simplicity and the relatively painful importing other engines provide.

Documentation

As Esoterica is constantly being iterated and worked upon, it becomes hard to provide any documentation that isnt immediately out of date. Additionally, it becomes even less relevant for people forking it to build their own engine with. The code itself is heavily commented and written to be as readable as possible, this is how we intended to provide documentation moving forward.

We do have highlevel docs for the renderer here: https://docs.esotericaengine.com

And we have several presentations that cover the high level decisions regarding the entity model and the animation systems here: https://www.esotericaengine.com/docs

Help Needed: Sample Game

If really you do wish to contribute, we do need some help. We are looking for folks to help us build out a simple sample game that we can include with the project.

We are looking for the following:

  • A technical animator to build out a locomotion and combat anim set.
  • A technical character artist to build out some test characters, as well as help define the character tech pipelines (deformation, cloth, procedural bones).

More details can be found here: https://www.esotericaengine.com/contribute

What’s included

Screenshots

Resource Pipeline Basic Editor
Esoterica Resource Server Esoterica Editor
Animation Graph Ragdoll Editor
Esoterica Animation Graph Esoterica Ragdoll

Requirements

  • Visual Studio 2026 (18.6.1+)
  • Windows 11
  • External Dependencies - Available from the releases section

Building Esoterica

Esoterica uses vanilla msbuild for its build system. There are a set of property sheets that control all the build settings for Esoterica in the “code/property sheets” folder.

  1. Get the external dependencies set up: there are two ways to do this:

    • Run the DownloadDependencies.bat script found in the root folder
    • Manually download the external dependencies archive and extract into the Esoterica root folder (X:/Esoterica Path/). You should end up with ‘X:/Esoterica Path/External/’
  2. Open the solution “Esoterica.sln”

  3. Manually rebuild the “Esoterica.Scripts.Reflect” project (under the “0. Scripts” solution folder) - this will generate all the required Esoterica reflection code needed for the project to compile.

  4. Build the solution

Applications

Easiest way to get started, is just set the “Esoterica.Applications.Editor” as the startup project and hit run. If you want to run the engine, use the “Esoterica.Applications.Engine” project with the “-map data://path_to_map.map” argument.

  • Engine - this is the standalone Esoterica engine client
  • Editor - This is the Esoterica editor
  • Resource Server - This is a standalone application that will compile and provide resources to the various Esoterica applications
  • Reflector - This generates the Esoterica reflection data
  • Resource Compiler - This processes resource compilation requests
  • Tester - Empty console app used for random testing

Third-party libraries

Esoterica would not exist without the open-source projects below. Third-party code remains under its own license, not the MIT license of the engine.

Runtime and data

Library Used for Project
EASTL + EABase EA’s STL replacement (TVector, TString, …) electronicarts/EASTL
rpmalloc Lock-free, thread-caching general purpose allocator mjansson/rpmalloc
EnkiTS Task scheduler backing the engine’s job system dougbinks/enkiTS
moodycamel::ConcurrentQueue Lock-free MPMC queues used by the threading layer cameron314/concurrentqueue
rapidhash Hashing (string IDs, resource paths) Nicoshev/rapidhash
PCG Random number generation (MathRandom) imneme/pcg-cpp
mINI INI file reading and writing for settings/config metayeti/mINI
MPack MessagePack (de)serialization ludocode/mpack
pugixml XML serialization of reflected types and resources pugixml.org
LZAV Compression of embedded payloads (fonts, generated data) avaneev/lzav
STB Image load/write/resize and font rasterization helpers nothings/stb

Rendering and simulation

Library Used for Project
DirectXShaderCompiler (DXC) HLSL 2021 to DXIL compilation microsoft/DirectXShaderCompiler
D3D12MemoryAllocator GPU memory suballocation for the DX12 backend GPUOpen-LibrariesAndSDKs/D3D12MemoryAllocator
meshoptimizer Mesh optimization, simplification and cluster generation zeux/meshoptimizer
Box3D Rigid body physics and ragdoll simulation erincatto/box3d
AMD AGS AMD driver extension query and device creation GPUOpen-LibrariesAndSDKs/AGS_SDK
Freetype Font rasterization for runtime and editor text freetype.org
SMAA Subpixel morphological anti-aliasing iryoku/smaa
XeGTAO Ground-truth ambient occlusion (GTAO) GameTechDev/XeGTAO
Tony McMap Face Filmic tonemapping LUT and evaluation h3r2tic/tony-mc-mapface
FidelityFX Parallel Sort GPU radix sort used by culling/compaction GPUOpen-Effects/FidelityFX-ParallelSort
SHforHLSL Spherical harmonics helpers in HLSL TheRealMJP/SHforHLSL

Editor, tooling and import

Library Used for Project
Dear ImGui Editor and debug UI ocornut/imgui
ImPlot Plotting in editor tooling epezent/implot
LLVM + libclang C++ parsing for reflection and code generation (Reflector) llvm.org
ctt BCn/ASTC texture compression (ResourceCompiler) cwfitzgerald/ctt
ufbx FBX import ufbx/ufbx
cgltf glTF import jkuhlmann/cgltf
tinyexr OpenEXR image import syoyo/tinyexr
delabella Delaunay triangulation for 2D blend spaces msokalski/delabella
subprocess.h Spawning out-of-process compilers and servers sheredom/subprocess.h
SQLite Resource compilation database sqlite.org

Networking, profiling and debugging

Library Used for Project
GameNetworkingSockets Reliable UDP networking ValveSoftware/GameNetworkingSockets
IXWebSocket WebSocket transport for networking and editor/server comms machinezone/IXWebSocket
Optick CPU profiling instrumentation bombomby/optick
RenderDoc Frame capture API integration renderdoc.org
WinPixEventRuntime PIX GPU event markers and captures microsoft/PixEvents

Fonts and icons

Asset Used for Project License
Roboto UI font fonts.google.com/specimen/Roboto Apache 2.0
Material Design Icons Editor icon font and codepoint header pictogrammers.com/library/mdi Apache 2.0

The Material Design Icons header (Code/Base/Imgui/MaterialDesignIcons.h) was generated with juliettef/IconFontCppHeaders.

Commercial middleware

These packages are integrated behind preprocessor switches but are not distributed with the engine — you need your own license to enable them.

Middleware Used for Website
Live++ Live C++ hot-reload liveplusplus.tech
Superluminal CPU profiler integration superluminal.eu
NavPower Navigation mesh generation and pathfinding navpower.com

Extra Info

If you use the SmartCommandLineArguments plugin for VS then there are supplied saved arguments to help you start the engine.

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