My Engine
Name Pending
Hand Tracking • Gestures
Voxels • Infinite Worlds • Networking & Multiplayer • Custom Physics
Vulkan • OpenXR • OpenALSoft
Name Pending
Hand Tracking • Gestures
Voxels • Infinite Worlds • Networking & Multiplayer • Custom Physics
Vulkan • OpenXR • OpenALSoft
My engine is a built-for-VR voxel engine based on OpenXR and Vulkan. It is designed to be boundary-less and infinite, with robust networking and social capabilities, with VR interactions built in.
A key goal for this engine is seamless world traversal and loading. The StuEngine's scene management is designed in such a way that the world is streamed in as the player traverses the world. Worlds are split into 1024x1024x1024m sectors, which functionality overlap and sit on top of each other, though physics, rendering and game logic takes this into account treating them as if they were aligned normally. This gives the benefit of the player never moving further than 1024m from world origin, avoiding floating point precision errors in positioning. Per world, the engine can store sector coordinates in the range of 0 to the max uint32 val, 4,294,967,295. With each sector being 1024m across, this gives an effective max world size of 4,398,046,510,080m3. However, in reality StuEngine supports two methods for dealing with world boundaries, it can wrap around, allowing the player to circumvent the entire world, or it can stream in another world. As such, by stringing worlds together, there is effectively no max size, facilitating the key boundary-less design goal. Where things really start to get exciting, is having the X and Z axis loop, but having the Y boundary stream into an outer space world. This enables games to have an infinite space world filled with any number of planets, which can all be seamlessly traveled between with no loading zones and no edges. The handling for this is build right into the Transform component as a fundamental feature.
Another key consideration, was making the engine cross platform, without the additional server hosting costs, while simultaneously having rock-solid data privacy and protection. I wanted the engine to be future proof, to function whatever happens. As such, the social features are built on the Matrix.org protocol. The matrix protocol is a decentralized social platform, like Discord or Whatsapp, with the added benefit or nobody owning the servers. The servers can be self-hosted by anyone, and any server can communicate with any other server, so no matter which server you create an account on, you can still talk to friends on other servers.
The engine was created with the mods in mind. As such, all the graphic content for the games built with this engine was created with built-in engine tools, this includes environments, characters, animations, and even performance captures with hand animation and voice recording. It is a key design goal to make the engine as flexible as possible with built-in scripting planned on the roadmap.