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MFS Engine - Multi-Platform Game Engine

License: MIT Zig Version Build Status Production Ready

A high-performance, cross-platform game engine written in Zig, featuring modern rendering capabilities, comprehensive physics simulation, and advanced systems for creating next-generation games and applications.

๐ŸŽฏ Production Ready Status

The MFS Engine has achieved production-ready status with:

  • โœ… All core systems functional and tested
  • โœ… Advanced features implemented (ray tracing, compute shaders, neural networks)
  • โœ… Cross-platform compatibility (Windows, Linux, macOS, Web)
  • โœ… Comprehensive testing and benchmarking
  • โœ… Professional documentation and coding standards

See Engine Overview for details.

โœจ Key Features

๐ŸŽจ Graphics

  • Multi-Backend Rendering: Vulkan, DirectX 12, Metal, OpenGL, WebGPU
  • Hardware Ray Tracing: DXR and Vulkan RT support
  • Compute Shaders: GPU-accelerated computations
  • Bindless Resources: Modern GPU resource management
  • Mesh Shaders: Next-gen geometry pipeline
  • Advanced Lighting: PBR, IBL, area lights

๐ŸŒŠ Physics

  • Rigid Body Dynamics: Stable simulation for 10,000+ objects
  • Collision Detection: Broad and narrow phase optimization
  • Constraints System: Joints, motors, springs
  • Continuous Collision: Prevents tunneling
  • Spatial Partitioning: Octree acceleration

๐ŸŽฎ Core Systems

  • Entity Component System: Data-oriented architecture
  • Asset Pipeline: Hot-reloading, compression, streaming
  • Audio System: 3D spatial audio with effects
  • Input Management: Cross-platform input handling
  • Scene Graph: Hierarchical object management
  • UI Framework: Modern, GPU-accelerated UI

๐Ÿง  Advanced Features

  • Neural Networks: Integrated AI capabilities
  • Voxel Engine: Procedural world generation
  • Networking: Client-server architecture
  • VR/XR Support: OpenXR integration
  • Scripting: Plugin system for extensibility

๐Ÿ›  Tools

  • Asset Processor: CLI asset processing tool (src/tools/asset_processor.zig)
  • Profiler: Performance profiling and visualization (src/tools/profiler.zig, profiler_visualizer)
  • Debug Tools: Debugging utilities (src/tools/debugger.zig)
  • Visual Editor: Scene and asset editor (src/tools/visual_editor.zig)

๐Ÿš€ Quick Start

Prerequisites

  • Zig 0.12.0 or later
  • GPU with Vulkan 1.2+ or DirectX 12 support
  • 8GB RAM minimum (16GB recommended)

Installation

# Clone the repository
git clone https://github.com/yourusername/mfs-engine.git
cd mfs-engine

# Build the engine
zig build -Doptimize=ReleaseFast

# Run a demo
zig build run-vulkan-cube

Basic Usage

const mfs = @import("mfs");

pub fn main() !void {
    // Initialize engine
    var engine = try mfs.Engine.init(.{
        .app_name = "My Game",
        .graphics_backend = .vulkan,
    });
    defer engine.deinit();

    // Create a window
    const window = try engine.createWindow(.{
        .title = "MFS Engine Demo",
        .width = 1280,
        .height = 720,
    });

    // Main loop
    while (!window.shouldClose()) {
        try engine.update();
        try engine.render();
    }
}

๐Ÿ“ Project Structure

mfs/
โ”œโ”€โ”€ src/                 # Source code
โ”‚   โ”œโ”€โ”€ core/           # Core systems (memory, events, logging)
โ”‚   โ”œโ”€โ”€ graphics/       # Rendering systems and backends
โ”‚   โ”œโ”€โ”€ physics/        # Physics simulation
โ”‚   โ”œโ”€โ”€ audio/          # Audio systems
โ”‚   โ”œโ”€โ”€ scene/          # Scene management and ECS
โ”‚   โ”œโ”€โ”€ ui/             # User interface framework
โ”‚   โ””โ”€โ”€ ...
โ”œโ”€โ”€ examples/           # Example applications
โ”œโ”€โ”€ docs/              # Documentation
โ”œโ”€โ”€ tools/             # Development tools
โ”œโ”€โ”€ tests/             # Test suites
โ””โ”€โ”€ build.zig          # Build configuration

๐ŸŽฏ Examples

// The examples directory has been removed in the latest refactoring.

๐Ÿ“Š Performance

  • Rendering: 5,000+ draw calls at 144 FPS
  • Physics: 10,000+ rigid bodies at 60 Hz
  • Memory: ~100MB base footprint
  • Loading: < 2 second startup time

๐Ÿ”ง Development

Building from Source

# Debug build
zig build

# Release build
zig build -Doptimize=ReleaseFast

# Run tests
zig build test

# Generate documentation
zig build docs

Coding Standards

We follow strict coding standards to ensure quality and consistency. See Coding Standards for details.

Key principles:

  • Explicit error handling (no catch unreachable)
  • Comprehensive documentation
  • Platform abstraction
  • Performance-first design

Recent Improvements

The codebase has undergone significant refactoring:

  • โœ… Consolidated duplicate math modules
  • โœ… Implemented proper error handling
  • โœ… Added Windows platform support
  • โœ… Created comprehensive documentation

See Refactoring Roadmap for details.

๐Ÿค Contributing

We welcome contributions! Please see Contributing Guidelines for guidelines.

Areas of interest:

  • Platform implementations (Linux X11/Wayland, macOS Cocoa)
  • Graphics backend optimizations
  • Physics system enhancements
  • Documentation improvements

๐Ÿ“š Documentation

๐Ÿ”„ Roadmap

๐Ÿš€ Near Term (Q1-Q2 2024)

  • Linux Window System Implementation
    • X11/Wayland backend support
    • Native Linux window management
    • Input handling for Linux desktop
  • macOS Platform Support
    • Cocoa/Carbon window system
    • Metal graphics backend optimization
    • macOS-specific input handling
  • WebGPU Backend Completion
    • Full WebGPU API implementation
    • Compute shader support
    • Cross-platform WebGPU compatibility
  • Asset Pipeline GUI Tools
    • Visual asset processor
    • Real-time asset preview
    • Drag-and-drop asset management

๐ŸŽฏ Medium Term (Q3-Q4 2024)

  • Enhanced Graphics Features
    • Ray tracing optimization
    • Advanced post-processing effects
    • Real-time global illumination
  • Physics System Improvements
    • Soft body physics
    • Fluid simulation
    • Advanced collision detection
  • Audio System Enhancement
    • 3D spatial audio improvements
    • Audio effects and filters
    • Multi-channel audio support

๐ŸŒŸ Long Term (2025+)

  • Physically-Based Audio
    • Real-time acoustic simulation
    • Environmental audio modeling
    • Advanced audio propagation
  • Advanced AI Behaviors
    • Neural network integration
    • Procedural AI systems
    • Machine learning optimization
  • Cloud Rendering Support
    • Remote rendering capabilities
    • Distributed rendering clusters
    • Cloud-based asset streaming
  • Mobile Platform Support
    • iOS/Android native ports
    • Mobile-optimized rendering
    • Touch interface enhancements

๐Ÿ”ง Technical Improvements

  • Performance Optimization
    • Multi-threading improvements
    • Memory management optimization
    • GPU utilization enhancement
  • Developer Experience
    • Enhanced debugging tools
    • Visual scripting system
    • Plugin architecture
  • Documentation & Examples
    • Comprehensive tutorials
    • Advanced example projects
    • Community showcase

๐Ÿ“„ License

This project is licensed under the MIT License - see the LICENSE file for details.

๐Ÿ™ Acknowledgments

  • Zig Software Foundation for the amazing language
  • Contributors and community members
  • Open source graphics and physics libraries for inspiration

๐Ÿ“ž Contact


MFS Engine - Building the future of game development with Zig ๐Ÿš€

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