A C# game engine prototype heavily inspired from Stride.
The asset system is managed by a cli tool called coffret
.
It works like the dotnet cli tool and can add assets and compile them.
# add an asset
coffret add --image --file <path-to-image> --path <output-path-in-asset-folder>
# compile assets
coffret compile
Serialization is done using two libraries
- VYaml for Yaml serialization
- MemoryPack for Binary serialization
Both those libraries are very fast and have low memory footprint.
Rendering done with WGPU with wgsl, might be replaced by Silk.NET.WebGpu. In the future, it will use SDSL (Stride shader language).
A simple data-driven Entity-Component-System implementation.
It uses any structs as components, stores everything contiguously as much as possible and the query API has a very low memory footprint while allowing great performance.
In the future, a scheduler will be implemented for async-await and better parallelization of systems.