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.
Overall project completion: ~70%
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.