Esoterica

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一款用 C++ 编写的游戏引擎,内置 ECS 架构、动画与布娃娃物理系统,并支持反射机制,适合开发游戏或研究引擎底层实现。

Esoterica Engine

Dependencies发布于 2026-07-22 01:59 UTC1,871star +1 / 7 天160fork同步于 2026-11-11 05:44 UTC

怎么上手

由 README 提炼,执行前请确认
运行根目录 DownloadDependencies.bat 下载外部依赖;打开 Esoterica.sln,先手动重建 Esoterica.Scripts.Reflect 项目生成反射代码,再构建整个解决方案
硬件要求按 README 说明

需 Windows 11 与支持 DX12 的 GPU;README 未说明具体显存要求,也未提及 CPU 运行或非 NVIDIA/AMD 厂商支持细节。

下载:源码 zip·GitHub Releases(安装包)本站不镜像安装包

项目说明

由 README 自动翻译提炼

MIT 许可的原型游戏引擎框架,提供反射、序列化、资源管理等基础系统,供技术团队自建引擎

一款用 C++ 编写的游戏引擎,内置 ECS 架构、动画与布娃娃物理系统,并支持反射机制,适合开发游戏或研究引擎底层实现。

核心能力

  • 基于 Libclang 的 C++ 反射与代码生成
  • 编译器驱动的资源系统,支持热重载
  • 现代 bindless DX12 渲染器
  • 混合 Actor/ECS 对象模型
  • AAA 级高性能动画系统与 Box3D 布娃娃工具

容易踩的坑

外部依赖需单独下载并解压到根目录 External/;必须先重建 Esoterica.Scripts.Reflect 否则无法编译;项目为原型且不提供正式版本,工具侧可能有崩溃

内容由模型根据 README 生成,可能不完整或不准确,以官方文档为准。看原文 README

最近发版

1 个版本Dependencies
  1. DependenciesExternal Data Dependencies最新正式版2026-07-22 · 2026-07-22 01:59 UTC

    The external data dependencies for building Esoterica

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    README 原文

    未翻译

    Esoterica Prototype Game Engine

    Esoterica Logo

    Esoterica Engine is an MIT licensed prototype game engine framework. It's intended for use either as a proprietary engine starter pack, a technology demonstrator, an educational tool or an R&D framework. The goal of Esoterica is to provide a solid and robust starting point for folks that are looking to build their own tech or transition off of existing tech. It provides a lot of the boring and time consuming boilerplate systems (reflection, serialization, resource management, math, etc...) as well as a tool framework allowing people to rapidly build their own tool/editors.

    We need to be clear that Esoterica is NOT an off the shelf game engine that you can just take and work with. It is intended for technical teams that have the ability to extend and build upon it.

    Important Note: Stability

    Esoterica is a prototype engine that's being developed in our spare time and as such there will likely be bugs and crashes (primarily with the tooling side). It is not intended as a stable production tool. If you encounter any crashes or bugs, please file issues and we'll try to get to them as soon as we can.

    Open Source Not Open Contribution

    Esoterica is not a product and so there wont be any formal releases or versions. As such, we are not looking for any feature requests, nor are we looking for large PR contributions. Any feature requests or large PR will be rejected. That said, please feel free to create issues for bugs, clearly broken/incomplete pieces of code or for general questions.

    Level Editing / Tooling / Import Pipeline

    The level editing experience is intentionally barebones and rough. In our experience, level editing workflows and tools are incredibly subjective. There is no way to provide tools or workflows that will work for everyone. It will also go against the goal of Esoterica, which is to be a starting point for custom engine development. If a team wants to use Esoterica as a base we want to provide the simplest base for them to build whatever tooling they need for their team and their game.

    We are providing some tools in a more polished form like the animation tools and ragdoll editor. This is because we believe that this area is a significantly less subjective field as the problem is better defined and constrained. This makes it easier to build tooling and guide folks down a specific tooling path.

    The import pipeline is currently a bit rough from a front-end experience, this is being iterated and played with currently to see if we can find a balance between simplicity and the relatively painful importing other engines provide.

    Documentation

    As Esoterica is constantly being iterated and worked upon, it becomes hard to provide any documentation that isnt immediately out of date. Additionally, it becomes even less relevant for people forking it to build their own engine with. The code itself is heavily commented and written to be as readable as possible, this is how we intended to provide documentation moving forward.

    We do have highlevel docs for the renderer here: https://docs.esotericaengine.com

    And we have several presentations that cover the high level decisions regarding the entity model and the animation systems here: https://www.esotericaengine.com/docs

    Help Needed: Sample Game

    If really you do wish to contribute, we do need some help. We are looking for folks to help us build out a simple sample game that we can include with the project.

    We are looking for the following:

    • A technical animator to build out a locomotion and combat anim set.
    • A technical character artist to build out some test characters, as well as help define the character tech pipelines (deformation, cloth, procedural bones).

    More details can be found here: https://www.esotericaengine.com/contribute

    What's included

    Screenshots

    Resource PipelineBasic Editor
    Esoterica Resource ServerEsoterica Editor
    Animation GraphRagdoll Editor
    Esoterica Animation GraphEsoterica Ragdoll

    Requirements

    • Visual Studio 2026 (18.6.1+)
    • Windows 11
    • External Dependencies - Available from the releases section

    Building Esoterica

    Esoterica uses vanilla msbuild for its build system. There are a set of property sheets that control all the build settings for Esoterica in the "code/property sheets" folder.

    1. Get the external dependencies set up: there are two ways to do this:

      • Run the DownloadDependencies.bat script found in the root folder
      • Manually download the external dependencies archive and extract into the Esoterica root folder (X:/Esoterica Path/). You should end up with 'X:/Esoterica Path/External/'
    2. Open the solution "Esoterica.sln"

    3. Manually rebuild the "Esoterica.Scripts.Reflect" project (under the "0. Scripts" solution folder) - this will generate all the required Esoterica reflection code needed for the project to compile.

    4. Build the solution

    Applications

    Easiest way to get started, is just set the "Esoterica.Applications.Editor" as the startup project and hit run. If you want to run the engine, use the "Esoterica.Applications.Engine" project with the "-map data://path_to_map.map" argument.

    • Engine - this is the standalone Esoterica engine client
    • Editor - This is the Esoterica editor
    • Resource Server - This is a standalone application that will compile and provide resources to the various Esoterica applications
    • Reflector - This generates the Esoterica reflection data
    • Resource Compiler - This processes resource compilation requests
    • Tester - Empty console app used for random testing

    Third-party libraries

    Esoterica would not exist without the open-source projects below. Third-party code remains under its own license, not the MIT license of the engine.

    Runtime and data

    LibraryUsed forProject
    EASTL + EABaseEA's STL replacement (TVector, TString, ...)electronicarts/EASTL
    rpmallocLock-free, thread-caching general purpose allocatormjansson/rpmalloc
    EnkiTSTask scheduler backing the engine's job systemdougbinks/enkiTS
    moodycamel::ConcurrentQueueLock-free MPMC queues used by the threading layercameron314/concurrentqueue
    rapidhashHashing (string IDs, resource paths)Nicoshev/rapidhash
    PCGRandom number generation (MathRandom)imneme/pcg-cpp
    mINIINI file reading and writing for settings/configmetayeti/mINI
    MPackMessagePack (de)serializationludocode/mpack
    pugixmlXML serialization of reflected types and resourcespugixml.org
    LZAVCompression of embedded payloads (fonts, generated data)avaneev/lzav
    STBImage load/write/resize and font rasterization helpersnothings/stb

    Rendering and simulation

    LibraryUsed forProject
    DirectXShaderCompiler (DXC)HLSL 2021 to DXIL compilationmicrosoft/DirectXShaderCompiler
    D3D12MemoryAllocatorGPU memory suballocation for the DX12 backendGPUOpen-LibrariesAndSDKs/D3D12MemoryAllocator
    meshoptimizerMesh optimization, simplification and cluster generationzeux/meshoptimizer
    Box3DRigid body physics and ragdoll simulationerincatto/box3d
    AMD AGSAMD driver extension query and device creationGPUOpen-LibrariesAndSDKs/AGS_SDK
    FreetypeFont rasterization for runtime and editor textfreetype.org
    SMAASubpixel morphological anti-aliasingiryoku/smaa
    XeGTAOGround-truth ambient occlusion (GTAO)GameTechDev/XeGTAO
    Tony McMap FaceFilmic tonemapping LUT and evaluationh3r2tic/tony-mc-mapface
    FidelityFX Parallel SortGPU radix sort used by culling/compactionGPUOpen-Effects/FidelityFX-ParallelSort
    SHforHLSLSpherical harmonics helpers in HLSLTheRealMJP/SHforHLSL

    Editor, tooling and import

    LibraryUsed forProject
    Dear ImGuiEditor and debug UIocornut/imgui
    ImPlotPlotting in editor toolingepezent/implot
    LLVM + libclangC++ parsing for reflection and code generation (Reflector)llvm.org
    cttBCn/ASTC texture compression (ResourceCompiler)cwfitzgerald/ctt
    ufbxFBX importufbx/ufbx
    cgltfglTF importjkuhlmann/cgltf
    tinyexrOpenEXR image importsyoyo/tinyexr
    delabellaDelaunay triangulation for 2D blend spacesmsokalski/delabella
    subprocess.hSpawning out-of-process compilers and serverssheredom/subprocess.h
    SQLiteResource compilation databasesqlite.org

    Networking, profiling and debugging

    LibraryUsed forProject
    GameNetworkingSocketsReliable UDP networkingValveSoftware/GameNetworkingSockets
    IXWebSocketWebSocket transport for networking and editor/server commsmachinezone/IXWebSocket
    OptickCPU profiling instrumentationbombomby/optick
    RenderDocFrame capture API integrationrenderdoc.org
    WinPixEventRuntimePIX GPU event markers and capturesmicrosoft/PixEvents

    Fonts and icons

    AssetUsed forProjectLicense
    RobotoUI fontfonts.google.com/specimen/RobotoApache 2.0
    Material Design IconsEditor icon font and codepoint headerpictogrammers.com/library/mdiApache 2.0

    The Material Design Icons header (Code/Base/Imgui/MaterialDesignIcons.h) was generated with juliettef/IconFontCppHeaders.

    Commercial middleware

    These packages are integrated behind preprocessor switches but are not distributed with the engine — you need your own license to enable them.

    MiddlewareUsed forWebsite
    Live++Live C++ hot-reloadliveplusplus.tech
    SuperluminalCPU profiler integrationsuperluminal.eu
    NavPowerNavigation mesh generation and pathfindingnavpower.com

    Extra Info

    If you use the SmartCommandLineArguments plugin for VS then there are supplied saved arguments to help you start the engine.