Atlas Engine
Detailed documentation
A cross-platform engine
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Rasterized image using an irradiance volume
This is a cross platform engine that is available on Linux, Windows and Android.
Before you start compiling make sure to download the dependencies into **./dependencies**. You can either do this manually or use one of the available scripts. Building the engine is really convenient: You can use your source code and project across all supported platforms. The only thing that differs are the build tools. >**Note:** >Debugging the resulting application in a debug configuration will result in poor performance.
For more information on how to set up the engine have a look at the Hello World tutorial.
There are two options available: Start a new project with a predefined main file which you can edit. The second option is two use the engine as a subproject in an already existing project.
After running CMake you can find the main file at **./src/main.cpp**. Just start your project there, it already contains a main function.
There exist two options:
You can compile the engine using Gradle either with or without AndroidStudio. The Gradle project can be found in **./platform/android**. Open it before you proceed. There are also two options available: Start a new project with a predefined main file which you can edit. The second option is two use the engine as a subproject in an already existing project.
Note: Right now there is a bug in the NDK that prevents a successful build. Last version which worked was NDK 18.x. NDK 22.x shouldn't have any problems. To prevent any issues, don't let Android Studio automatically upgrade the NDK or Gradle versions of the project.
You can find the main file at **./src/main.cpp**. Just start your project there, it already contains a main function.
There exist two options:
If you want more information have a look into the Documentation.
The source code is licensed under the MIT license. The license and the copyright notices of the dependencies can be found in the LICENSE file. >**Note:** >The files in the data folder (except the shaders) use a different license.
For a code example have a look at the Wiki.
Island demo scene
PBR rendering Ray traced image using 3000 samples with 5 bounces