Skip to content

PanosK92/SpartanEngine

Repository files navigation

Spartan Engine

One engineer. Ten years. A bindless, GPU-driven engine with real-time path-traced global illumination.

A personal R&D engine, not a commercial product. No roadmap promises, no support queue, no compromises on the vision.

Build Status Discord License

Discord  ·  X  ·  Wiki  ·  Issues


The Engine

Spartan started as a university project. Ten years of nights and weekends later, its rendering technology runs in Godot Engine and S.T.A.L.K.E.R. Anomaly, ships in a published programming book, and anchors a community of 600+ engineers on Discord.

It is built around one philosophy: favor real-time over baked, dynamic over static, modern over safe. Every system here exists to serve that.

There is a destination that gives all this tech a purpose. Curious? Read the plan →


The Trailer

Engine Trailer


Worlds

Launch the engine and choose from a selection of default worlds. Each is physics-enabled—walk around, pick up objects with your mouse, or take a car for a spin.


Forest

The most demanding world: 256 million procedurally generated grass blades (inspired by Ghost of Tsushima), spanning 64.1 km² covered with thousands of trees and rocks.

More Worlds

Sponza 4K Basic

Classic Dubrovnik building—ideal for path tracing

Contains some render test objects
Liminal Space Showroom

Reality shifts to a nearby frequency

Clean showcase—no experimental tech
The Plan

A neon-soaked city, built to push the engine toward real-time path-traced driving through rain-slicked streets at 60fps, that's the plan.

Rendering

The renderer is built around one principle: the GPU owns the data. Every resource (geometry, materials, textures, lights, transforms, AABBs) lives in persistent, globally accessible buffers. No per-draw descriptor updates, no per-draw resource binding, no CPU-side draw loops.

Architecture

  • Zero-binding draw path, all per-draw data lives in a single bindless storage buffer, push constants carry only an index
  • Single global vertex and index buffer for all geometry (inspired by id Tech), with vertex pulling that bypasses the Input Assembler and is shared by rasterization and ray tracing
  • GPU-driven indirect rendering with per-meshlet frustum, Hi-Z occlusion, and backface cone culling, the CPU issues a single DrawIndexedIndirectCount per pass
  • Meshlet clustering via meshoptimizer, no mesh shader dependency
  • Bindless everything: materials, lights, samplers, uber shaders, minimal PSO permutations
  • Universal HLSL compiled for both Vulkan (SPIR-V) and DirectX 12
  • GPU-side asset processing: mip generation (FidelityFX SPD) and texture compression (Compressonator) at load time, not baked offline
  • Unified deferred rendering, opaque and transparent surfaces share the same BSDF and render path
  • Async compute for SSAO, screen-space shadows, and cloud shadows, parallel with shadow rasterization

Lighting and Global Illumination

  • Clustered deferred shading with a GPU-built logarithmic-Z grid and cone-vs-AABB culling for spots, scales to many local lights at near-constant per-pixel cost
  • ReSTIR path tracing with spatiotemporal reservoir resampling for real-time multi-bounce global illumination
  • Hardware ray-traced reflections and shadows via ray queries
  • Atmospheric scattering and image-based lighting with bent normals
  • Volumetric fog and clouds with temporal reprojection and shadow casting
  • Screen-space shadows (inspired by Days Gone) and XeGTAO ambient occlusion
  • Shadow map atlas with fast filtering and penumbra estimation

Performance and Upscaling

  • Variable rate shading and dynamic resolution scaling
  • TAAU, temporal anti-aliasing with built-in upsampling, Halton-jittered with variance-clip history reprojection
  • Intel XeSS 2 upscaling
  • FXAA
  • Custom breadcrumbs for GPU crash tracing and post-mortem debugging

Camera and Post-Processing

  • Physically based camera with auto-exposure and physical light units (lumens and kelvin)
  • Tonemappers: ACES, AgX, Gran Turismo 7 (default)
  • HDR10 output
  • Bloom, motion blur, depth of field, chromatic aberration, film grain, sharpening (CAS)

Car Simulation — 200Hz

A full vehicle dynamics simulation running inside the PhysX fixed-timestep loop.

System Details
Tires Pacejka MF 5.2 with combined slip, thermal model, pressure, wear, multiple surfaces
Suspension Convex hull sweep contact, spring-damper, anti-roll bars, bump stops, bump steer, camber/toe
Weight transfer Geometric + elastic lateral split via roll center heights and roll stiffness
Drivetrain Engine torque curve, turbo, 7-speed gearbox, rev-match, open/locked/LSD differentials, RWD/FWD/AWD
Brakes Thermal model with fade, front/rear bias, slip-threshold ABS
Aerodynamics Drag, front/rear downforce, ground effect, DRS, rolling resistance
Steering Ackermann geometry, high-speed reduction, self-aligning torque
Assists ABS, traction control, handbrake
Integration Semi-implicit Euler with consolidated net-torque per wheel
Input Controllers and steering wheels with haptic feedback
Camera GT7-inspired chase camera with speed-based dynamics

Engine Systems

System Details
Particles GPU-driven with compute emission and simulation, depth-buffer collision, soft blending
Animation Skeletal hierarchies with keyframed clips and four-bone vertex skinning
Physics PhysX with rigid bodies, character kinematics, and vehicle dynamics
Scripting Lua 5.4 via Sol2 with full engine API and lifecycle callbacks
Audio 3D positional audio, streaming, reverb, procedural synthesis via SDL3
Input Keyboard, mouse, controllers, and steering wheels with haptic feedback
Entity system Component-based with transform hierarchies, prefabs, and XML serialization
Threading Hardware-aware thread pool with parallel loops and nested parallelism detection
VR (WIP) OpenXR with Vulkan multiview single-pass stereo across the full pipeline
Profiling Nsight/RGP-style timeline with separate graphics and async compute lanes, RenderDoc integration
Asset import 40+ model formats (Assimp), 30+ image formats (FreeImage), 10+ font formats (FreeType)
Editor ImGui-based with hierarchy, asset browser, inspector, script and shader editors, gizmos, profiler

Getting Started

Building

One-click project generation—see the Building Guide for details.

Learning the Engine

Start with Game.cpp, it shows how default worlds are loaded and is the best entry point for understanding the engine's structure. For gameplay scripting, check out the Lua Scripting Guide, it covers the full API, lifecycle callbacks, and examples.


Podcast

Exploring the tech world and beyond

Meeting the brightest minds across cutting-edge industries.

📺 Watch on YouTube
🎧 Listen on Spotify

Community

Contributing

Contributors get access to exclusive perks designed to accelerate learning and skill development.

Read the Contributing Guide →

Sponsorship

I cover the Dropbox hosting that makes the one-click setup work. If Spartan has taught you something, or if you just want to fuel another decade of this, sponsorship goes directly into keeping the lights on and the project moving.


Projects Using Spartan

Project Description
Godot Engine Integrates Spartan's TAA (view source)
S.T.A.L.K.E.R. Anomaly Rendering addon using Spartan's source (ModDB)
Programming Book Jesse Guerrero's beginner programming book features Spartan's code and community
University Thesis Originally created as a portfolio piece while studying at the University of Thessaly with Professor Fotis Kokkoras

Using code from Spartan? Reach out, I'd love to showcase your project!


License

MIT License, free to use with attribution.

About

A game engine with a fully bindless, GPU-driven renderer featuring real-time path-traced global illumination, hardware ray tracing, and a physics simulation running at 200Hz, built over 10+ years of R&D

Topics

Resources

License

Code of conduct

Stars

Watchers

Forks

Sponsor this project

 

Contributors