# Introduction Maple-Engine is my own engine for leaning mordern engine and rendering technique. ![](https://flwmxd.github.io/images/MapleEngine.png) ### Realtime Volumetric Cloud ![](https://flwmxd.github.io/images/cloud.png) ### Atmospheric Scattering ![](https://flwmxd.github.io/images/Atmosphere.png) ### Light Propagation Volumes ![image](https://github.com/flwmxd/MapleEngine/blob/main/Screenshot/LPV_GI.png) ## Current Features - OpenGL/Vulkan backends - Entity-component system( Based on entt ) - PBR/IBL - Global Illumination(Light Propagation Volumes) - Directional lights + Cascaded shadow maps - Soft shadows (PCF) - Screen Space Ambient Occlusion (SSAO) - Screen Space Reflections(SSR) - Lua Scripting - Skinned Mesh - C# Scripting (Mono) - Ray-marched volumetric lighting - Atmospheric Scattering - Realtime Volumetric Cloud ( Based on Horizon Zero Dawn ) - Post-process effects (Tone-Mapping.) - Event system - Input (Keyboard, Mouse) - Profiling (CPU & GPU) - Batch2D Renderer ## Roadmap Feature | Completion | Notes :- | :- | :- Reflective Shadow Map | 100% | High priority Light propagation volumes | 100% | High priority C# scripting | 80% | Using Mono (no engine API exposed yet) Vulkan porting | 90% | support Compute and Tessellation shader Skinned Mesh | 70% | High priority Precomputed Light Field Probes | 0% | High priority Screen space global illumination | 0% | High priority Animation and State Machine | 0% | Implemented in Raven Engine Precomputed Atmospheric Scattering | - | Low priority Subsurface Scattering | - | Low priority Ray traced shadows | - | - Ray traced reflections | - | - Linux support | - | - Android support | - | - Mac support | - | - iOS support | - | -