Intrinsic available!

I've been working on a new engine the last couple of months. As always, it started out as a small prototyping environment for all my rendering and coding experiments. I wanted to create something usable this time. Something future-proof. Something "real". Something I'm not scared to touch after a couple of months... and thus something I can share with the public with an easy conscience.

I’ve been working on a new engine the last couple of months. As always, it started out as a small prototyping environment for all my rendering  and coding experiments. I wanted to create something usable this time. Something future-proof. Something “real”. Something I’m not scared to touch after a couple of months… and thus something I can share with the public with an easy conscience.

That’s how Intrinsic was born.

Intrinsic uses Vulkan as its primary rendering API and includes many of the things I’ve learned during the last couple of years when working on the renderer/engine and PS4 backend for “Lords of the Fallen” and also – of course – for “The Surge“.

And most importantly: It tries to improve on all the errors I’ve made in the past.

To get this out of the way: This project is nowhere near feature complete – and most certainly never will be. It’s still wearing its child shoes. It’s not even close to a polished state. I’m also very sure that I’m going to refactor and overhaul things in the coming months. It sometimes even misses basic things. But… The code base is clean, it’s an efficient base and it’s open for many new things and features in the future. That’s the reason why I’ve released Intrinsic under the Apache 2.0 license. It’s available on GitHub – take a peek and try it for yourself! 🙂

I’ve invested a lot of time in this project and I’m really sure that I will continue working on it for a long time.

Comments (15)

Those screens look great.

Amazing ! Really cool !
Linux Coming soon…
Hmm !
Instructions for linux pls 🙂

Any chance of physics engine ever changing to something more HW vendor agnostic? Any plans for a shader editor?

I’ll consider adding additional support for Bullet Physics in the future.

Regarding the shader editor: Do you mean something like a node graph based material system? If so, that’s something that might come in the future. 🙂

Would be great to have some demo examples binaries especially on Android, not just screenshots

Samples are definitely something that’s missing and what will be added as soon as the foundation is complete.

Looks promising, I hope development continues!

Thanks 🙂 And it does!

Good job! Would be nice to see some docs. I have no idea how animations work right now.

Thanks! An (skeletal/object) animation system might follow in the future. Currently “animations” are only doable by writing code or LUA.

Also the trees shaking? Where are the scripts for that located?

That’s just a bit of vertex shader magic going on (see ‘gbuffer_foliage.vert.glsl’ and the functions ‘applyGrassWind’ and ‘applyTreeWind’).

Got it! Thanks!

This looks even more promising than Orgre3D, and other “open source” engines out there. Heck, even looks more appealing than CryEngine V.
Awesome work, Begla.

Thanks 🙂 A little too much praise, but glad you like it!

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