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[](https://github.com/softwareantics/FinalEngine/actions/workflows/build-status-check.yml)
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[](https://github.com/softwareantics/FinalEngine/actions/workflows/unit-test-status-check.yml)
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[](https://github.com/softwareantics/FinalEngine/actions/workflows/build-status-check.yml)
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[](https://github.com/softwareantics/FinalEngine/actions/workflows/unit-test-status-check.yml)
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<strong>Final Engine</strong> is an open-source game engine developed in C# using .NET 9.0.
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What began as a hobby project has rapidly evolved into a tool we're committed to actively developing and maintaining.
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The core objective of Final Engine is to offer a feature-rich environment that prioritizes simplicity, accessibility, and full creative freedom.
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</div>
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<palign="center">
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<em>Create an engine that makes game development enjoyable, straightforward, and effortless while granting users complete creative freedom.</em>
While currently Windows-only, the architecture is intentionally modular and extensible. Key systems (such as rendering, input, and resource management) follow interface-driven design, allowing cross-platform implementations to be added over time.
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### 🎨 Rendering Engine
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Final Engine currently uses a minimal GDI+ software renderer to prioritize accessibility and simplicity. Through interface segregation, the rendering backend is **designed to be extensible**, paving the way for future support for APIs like OpenGL, Vulkan, or DirectX without disrupting existing code.
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### ⚙️ Entity-Component-System (ECS) Architecture
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Final Engine is built on the ECS paradigm, promoting a clean separation of concerns and a flexible game structure. This pattern enables high-performance systems and easily testable game logic.
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> Learn more about ECS [here](https://en.wikipedia.org/wiki/Entity_component_system).
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### 📦 Effortless Resource Management
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Includes a lightweight and intuitive `IResourceManager` system, with plug-and-play support via `ResourceLoaderBase`. It’s easy to register and manage new asset types like textures, audio, and more.
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### 🛠️ Desktop Editor *(Work in Progress)*
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We're actively developing a desktop editor to streamline game development. This visual tool will help users manage scenes, entities, systems, and resources. A preview build is expected by the end of 2025.
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---
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## 🚀 Getting Started
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Follow these steps to build and run the engine.
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> 💬 **Need help?** Join our [Discord](https://discord.gg/UNdKXsdeQb) if you run into any setup issues or have feature questions, your feedback is invaluable and helps shape development.
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> 💬 **Need help?** Join our [Discord](https://discord.gg/UNdKXsdeQb) if you run into any setup issues or have feature questions. While we don’t yet have full user documentation, your feedback is invaluable and helps shape development.
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### ✅ Prerequisites
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### 🧱 Building (Windows, Mac, Linux)
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1. Clone or download the repository.
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2. Open `{{ProjectName}}.sln` in your preferred IDE.
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2. Open `FinalEngine.sln` in your preferred IDE.
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3. Build the solution or run `dotnet build` from the CLI.
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