Prisma Engine is a cross-platform 3D game engine built with modern C++20, designed for developers who want high-performance rendering and clean architecture without sacrificing portability. These docs cover everything from setting up an SDK-based project to building the engine from source, working with the Entity Component System, integrating audio, and targeting Windows, Linux, and Android platforms.Documentation Index
Fetch the complete documentation index at: https://mintlify.com/Excurs1ons/PrismaEngine/llms.txt
Use this file to discover all available pages before exploring further.
Key features
Vulkan and DirectX 12 rendering
Hardware-accelerated GPU rendering with forward and deferred pipelines, HLSL and GLSL shader support, and Vulkan Memory Allocator integration.
Entity Component System
A high-performance ECS built on
Prisma::Core::ECS::World with typed component pools, system scheduling, and per-frame timestep updates.SDL3 audio
Cross-platform audio via the SDL3 backend with 3D spatial sound support. Pluggable driver interface supports platform-native backends where available.
Integrated ImGui editor
Built-in editor tools for scene inspection, component debugging, and runtime overlays. Enabled automatically on debug builds via
PRISMA_ENABLE_IMGUI_DEBUG.Cross-platform support
Targets Windows x64, Linux x64/ARM64, and Android arm64-v8a. CMake presets cover all platform and build-type combinations out of the box.
Asset management
Thread-safe asset loading with JSON and Base64+zstd binary serialization. Supports textures, meshes, tilemaps, and cubemaps via a unified
AssetManager.Module status
The engine is under active development. The table below shows the current completion level for each core module.| Module | Status | Completion |
|---|---|---|
| ECS Component System | Active | 80% |
| Vulkan Backend | Active | 90% |
| Platform Layer | Active | 95% |
| Logger System | Complete | 100% |
| Audio System (SDL3) | Active | 50% |
| Resource Management | Active | 75% |
| Editor Tools (ImGui) | Early | 30% |
The Windows Vulkan backend is production-ready with a fully integrated ImGui editor. The
prune branch focuses exclusively on the SDL3 + Vulkan rendering path. DirectX 12, XAudio2, and OpenGL backends are removed on this branch.