Hyperion Engine is an easy to use, high performance 3D game engine written in C++ and C# with a Vulkan rendering backend and a visual editor built with Avalonia.
- Baking subsystem for precomputing lightmaps, reflection probes, fog volumes, and other static lighting data.
- Dynamic Diffuse Global Illumination (DDGI) and ray traced reflections for real-time global illumination and accurate reflections.
- Classical rendering features such as shadow mapping, screen space ambient occlusion (SSAO), screen space reflections (SSR), and more.
- Level streaming system and world partitioning to allow for levels and models to be loaded and unloaded dynamically, facilitating the creation of large open world games.
- Scripting via C# or our custom scripting language, HypScript, which is designed for deep integration with the Engine's object system.
- Multi-threaded asset registry system
Currently, we are focusing our efforts on developing the engine for Windows, macOS and Android. Editor support is available on Windows and macOS.
Linux support is planned for the future but not in active development. Contributions welcome on that front if you are interested in that!
The engine is in early access and is not yet ready for production use. But if you are feeling adventurous, we welcome you to try it out and see what you can create (or break)!
To get started, check out the Compiling the Engine guide to set up your development environment and compile the engine.
If you want to contribute please feel free to submit a pull request! However if you do use AI tools to assist you in your development, please do disclose this in your pull request and ensure that the majority of the contribution is your own work.
Definitions and Terminology provides definitions and explanations for various terms and concepts used within the engine.
