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graphics engine that uses no polygons

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Sergey5588/physmarch

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Raymarching game engine made by me and my friend @MAX-TS (he helped with materials and lighting)

Also, check website for our project: physmarch.com! (MAX-TS make this, and I make main project)

Note

We used AI to help checking code for logic erros, some code explanation and help with tools, but all the code was written by humans!

Gallery

Demo1 Second demo (youtube)

Compile from source

Warning

Only linux X11 (Xwayland also works) is supported! (wayland session as well as other operating systems are not tested. I'd be happy if you became a tester 😉 .)

First, install following dependencies with your package manager (or run nix-shell in cloned repo if you're on NixOS):

opengl cmake

you will also need a static glfw build (to be changed in the future).

then run this command:

git clone https://github.com/Sergey5588/physmarch &&
cd physmarch &&
mkdir build &&
cd build &&
cmake .. &&
make

Features

  • Precise 3D fractal rendering, such as Mandelbulb
  • Precise ray reflections (no RTX required!)
  • No polygons, pure maths!
Supported primitives
  • Plane
  • Sphere
  • Box
  • Torus
  • Triangular prism

Taken from: marklundin/glsl-sdf-primitives

Supported operations
  • 😢

Default controls

  • WASD - move
  • Q and E - up and down respectively
  • Mouse wheel - change speed of the camera
  • Esc - lock / unlock cursor

To do

  • basic raymarching
  • operations between shapes
  • texturing
  • shading
  • game engine API
  • proper scene system
  • shape editor
  • physics engine

License

MIT