# MoltenEngine **Repository Path**: long33/MoltenEngine ## Basic Information - **Project Name**: MoltenEngine - **Description**: No description available - **Primary Language**: Unknown - **License**: MIT - **Default Branch**: develop - **Homepage**: None - **GVP Project**: No ## Statistics - **Stars**: 0 - **Forks**: 0 - **Created**: 2025-10-28 - **Last Updated**: 2025-10-28 ## Categories & Tags **Categories**: Uncategorized **Tags**: None ## README ![Molten Engine](Images/logo_light_transparent.png) Molten started as spare-time engine project, which I eventually intend to use to develop my own games without relying on other engines. Hopefully you'll find a use for it too! While parts of this project will inevitably be a classic case of re-inventing the wheel, I'm treating it as a chance to gain more experience in the area of game engine development. [Documentation on GitHub Pages](https://syncaidius.github.io/MoltenEngine/) # Build Status | Pathway | Status | Download | | :--------- | :---- | -: | | Dev (_nightly_) | [![Build Dev](https://github.com/Syncaidius/MoltenEngine/actions/workflows/build.yml/badge.svg)](https://github.com/Syncaidius/MoltenEngine/actions/workflows/build.yml) | [![Build Dev](https://img.shields.io/badge/releases-blue)](https://github.com/Syncaidius/MoltenEngine) | | Release | [![Release Build](https://dev.azure.com/jyarwood/MoltenEngine/_apis/build/status/MoltenEngine-.NET%20Desktop-CI)](https://dev.azure.com/jyarwood/MoltenEngine/_build/latest?definitionId=2) | [![Nuget](https://img.shields.io/nuget/v/Molten.Engine?color=%2322AAFF&label=NuGet)](https://www.nuget.org/packages?q=molten+Syncaidius) | [ ![GitHub](https://img.shields.io/github/license/Syncaidius/MoltenEngine)](LICENSE) [![GitHub last commit](https://img.shields.io/github/last-commit/Syncaidius/MoltenEngine)](https://github.com/Syncaidius/MoltenEngine/commits/) ![GitHub Sponsors](https://img.shields.io/github/sponsors/Syncaidius?logo=github&label=sponsors&color=red) # Core Feature Status See the following table for the per-platform support and status of each feature. | Key | Description | | :--- | :--- | | ✔️ | Functional/Complete | | 🚧 | Work in progres | | | Not Started | | 🚫 | Not-supported | | Feature | Windows | Android | Linux | Mac | iOS | | :--- | :-------: | :-----: | :---: | :-: | :-: | | Renderer - Vulkan | 🚧 | | | | | | Renderer - DirectX 12 | 🚧 | 🚫 | 🚫 | 🚫 | | | Networking - MNet | | | | | | | Audio Engine | 🚧 | | | | | | Keyboard support | ✔️ | | | | | | Mouse support | ✔️ | | | | | | Touch support | 🚧 | 🚧 | | | | | Game pad support | ✔️ | | | | | | Entity component system | ✔️ | ✔️ | ✔️ | ✔️ | | | Content Management System | ✔️ | | | | | | Example projects | 🚧 | | | | | | 2D Physics engine | | | | | | | 3D Physics engine | | | | | | | Tooling - Scene editor | | | | | | | Tooling - Shader editor | | | | | | | Tooling - Sprite editor | | | | | | | Project templates | | | | | | # Renderer Feature Status See the following table for the per-renderer support and status of each feature. | Feature | DX12 | Vulkan | | :--- | :-----: | :-: | | Multi-GPU Support | 🚧 | 🚧 | | Deferrend rendering | | | | Physically-Based (PBR) | | | | Geometry Shaders | | | | Tessellation | | | | Hull & Domain Shaders | | | | Compute Shaders | | | | Mesh Shaders | | | | 2D Spite batching | | | | 2D Primitive batching | | | | Compressed textures | | | | [Hardware instancing](https://en.wikipedia.org/wiki/Geometry_instancing) | | | | [Occlusion culling](https://en.wikipedia.org/wiki/Hidden-surface_determination#Occlusion_culling) | | | | [Frustrum culling](https://en.wikipedia.org/wiki/Hidden-surface_determination#Viewing-frustum_culling) | | | | [Portal culling](https://docs.panda3d.org/1.10/python/programming/render-attributes/occlusion-culling/portal-culling) | | | | [Level of Detail (LoD)](https://en.wikipedia.org/wiki/Level_of_detail_(computer_graphics)) | | | | HDR support | | | | 2D Texture arrays | | | | 3D Texture arrays | | | | 3D/volume textures | | | | static skyboxes | | | | real-time skyboxes | | | | multi-window support | | | | Render into WinForms | | | | Render into WPF | | | | Render into UWP | | 🚫 | |[Render into MAUI](https://docs.microsoft.com/en-us/dotnet/maui/what-is-maui) | | | | Render into Android UI | 🚫 | | | Raytracing | | | | Shader Compiler (HLSL/SPIR-V) | ✔️ | 🚧 | # Android To build for Android you will need to install the Android workloads by running ```dotnet workload install android``` in command prompt or powershell. If you're upgrading from a previous .NET version, you may also need to run this command again to update the android workload. # Sponsors A massive thank you to some of our sponsors: * [IceReaper](https://github.com/IceReaper) # Third-Party Libraries A special thanks to each of these great libraries, without which Molten wouldn't exist in it's current form: * [Silk.NET](https://github.com/dotnet/Silk.NET) - C# Bindings for DirectX 11/12, OpenGL, Vulkan, Assimp, OpenCL, OpenAL and OpenXR * [SharpDX](https://github.com/sharpdx/SharpDX) - Source for some Molten.Math types * [Magick.NET](https://github.com/dlemstra/Magick.NET) - Extensive image library for .NET * [JSON.NET](https://www.newtonsoft.com/json) - JSON serialization