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Kitsune Engine - A Vulkan Game Engine

This is a very early build.

Info

  • Forward (not Forward+, since less than 5 dynamic lights)
  • Burley + GGX
  • Overwatch FOV (103deg)
  • Overwatch Sensitivity [arg: set sensitivity with -sense ]
  • Overwatch Movement
  • Simple overlay (fps, crosshair, current settings)
  • FPS Limiter (Win32 high-res waitable timer + spin-wait, ~1ms precision)

Immediate Plans

  • Convert to ECS Engine (In Progress)

Semi-Immediate Plans

  • Fullscreen Exclusive vs Fullscreen Borderless
  • Smart check for all display modes\
  • Disable unused SLD3 features.

Long Term Plans

  • Turn into a simple FPS Aim Trainer (Like Kovaaks)
  • Make FPS Limiter Linux compatable + VK_EXT_present_timing (if that makes sense even)
  • Make CMAKE better for release build
  • Convert to VK_EXT_descriptor_heap. (Two backends in an RHI?).
  • Convert to Forward+. Mainly when the engine gets more advanced.

Settings! (Launch Options)

Setting Default Description
device 0 GPU Device Index
fov 103.0f Horizontal FOV (30‑160)
fps_max 120.0f Max FPS (1‑9990)
fullscreen false Windowed/Fullscreen (ALT + ENTER)
reduce_buffering false One Frame-in-Flight
sensitivity 2.70f Mouse Sensitivity (0‑100)
vsync false Vertical Sync [overrides fps_max]

Example:

KitsuneEngine.exe -fps_max 480 -reduce_buffering -fullscreen -sensitivity 2.70

Build & Run

Debug

cmake -B build/debug -G Ninja -DCMAKE_BUILD_TYPE=Debug -DCMAKE_C_COMPILER=clang -DCMAKE_CXX_COMPILER=clang++
cmake --build build/debug && build\debug\bin\KitsuneEngine.exe

Release

cmake -B build/release -G Ninja -DCMAKE_BUILD_TYPE=Release -DSTATIC_BUILD=ON -DCMAKE_C_COMPILER=clang -DCMAKE_CXX_COMPILER=clang++
cmake --build build/release && build\release\bin\KitsuneEngine.exe

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