A cross-platform Vulkan game engine with a FrameGraph-based renderer and a declarative C++ UI framework called Fusion.
Crystal Engine is a cross-platform Vulkan game engine that provides a modern rendering architecture and a declarative UI framework. It solves the need for a high-performance, customizable engine with built-in tools for both runtime and editor development, featuring a FrameGraph-based renderer and a custom C++ UI system called Fusion.
Game developers and graphics programmers seeking a Vulkan-based engine with full control over rendering pipelines and UI, especially those interested in building custom editor tools or runtime interfaces from scratch.
Developers choose Crystal Engine for its entirely custom-built systems, including the Fusion UI framework and reflection layer, offering deep integration and flexibility without reliance on third-party libraries, alongside advanced rendering features like FrameGraph and PBR.
A Vulkan game engine with FrameGraph, PBR rendering and a Declarative GUI Widgets library.
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Entirely own implementation of reflection, serialization, and the Fusion UI framework ensures tight integration and full control, avoiding third-party dependencies as highlighted in the philosophy.
Directed Acyclic FrameGraph-based GPU scheduler automates resource tracking and dependencies, leading to efficient rendering pipelines for modern graphics.
Supports Windows, macOS Apple Silicon, and Linux with Vulkan graphics, offering consistent high-performance rendering across platforms.
Fusion UI is DPI-aware and used for both editor and runtime interfaces, enabling advanced docking and data binding without relying on external libraries like ImGui.
As a WIP project, it lacks production-ready stability, with potential bugs, incomplete features, and frequent changes that could break existing code.
Requires cloning with submodules and following specific build steps in Build.md, making initial setup more cumbersome compared to one-click installs in mature engines.
Built from scratch, it misses out on community plugins, tutorials, and asset pipelines found in engines like Unity or Unreal, increasing development overhead.