百科.dev
全部条目AI 编程趋势榜开源项目技术资讯提交条目
登录
< 返回工具列表
H

Hell2025

> 编程语言
开源

HELL ENGINE: 重写一十亿++ 这个代码库最初是一个 CPU 光线追踪器,用于探索我为全局 iOS 设计的基于体素的想法的可行性。

2.8K stars0 点赞0 次浏览
访问官网GitHub

工具介绍

HELL ENGINE: 重写一十亿++ 这个代码库最初是一个 CPU 光线追踪器,用于探索我为全局 iOS 设计的基于体素的想法的可行性。

HELL ENGINE: rewrite one billion++

This codebase began as a CPU raycaster to explore the viability of a voxel based idea I had for global illumination. The voxel idea didn't work out in the end, the voxel grid caused lighting artefacts, but rewriting it to use a pointcloud did and here we are. This is now the new Hell Engine, the engine I'm writing to house a splitscreen roguelike/deathmatch survival horror game.

Controls

WSAD: movement
Left Mouse: fire
Space bar: jump
Q: cycle weapons
E: interact
R: reload
Left ctrl: crouch
F: Shotgun melee G: fullscreen
J: Respawn dead players K: Respawn all players Z: previous render mode
X: next render mode
B: cycle debug lines
O: reload map
V: Toggle splitscreen mode
Y: show probes
1/2/3/4: switch player
-: Lower camera
+: Raise camera
~: Toggle debug text
TAB: Toggle editor

Editor controls

F1: File menu
F2: Insert menu
Alt + click: rotate camera
Ctrl + click: pan camera
Mousewheel: zoom camera

WARNING: editor menus very buggy still

Download via terminal

git clone https://github.com/livinamuk/Hell2025.git

Older commits (before 18/3/25) were managed by LFS:

git lfs install
git clone https://github.com/livinamuk/Hell2025.git
git checkout adc37f7

Usage

Run in Release. PhysX runs like shit in Debug.



December 27 2023

November 14 2023

Huge improvements since the entries below. I scrapped the voxel thing entirely because it was causing lighting artefacts for geometry that didn't fit nicely into the voxel grid, most importantly swinging doors. It now calculates direct lighting for an approximated point cloud of the scene which is in turn used to propogate light through a 3D grid to simulate bounced light, both these passes are performed with raytracing in custom compute shaders. I've got skeletal animation too now and we're running realtime baby.

September 12 2023

Things are looking promising. I really need to move to Vulkan so I can do visiblity checks for each pixel against any probe that may contribute indirect light to it. Gonna see how far I can push this in GL first though. All direct and indirect light is still calculated on the CPU, would be nice to move to compute but there's really no point if I'm moving to VK soon. I'll work on voxelizing regular mesh next I think.

September 10 2023

Indirect light is working. It's all done with ray-triangle intersection tests at this point, need to look into faster methods for geometry visiblity checks and light propogation.

September 4 2023

I started a new project today, to explore using voxels to calculate and render indirect diffuse light at realtime speeds. So far direct lighting only. Will finish light propogation on the cpu, then move it all to compute if it looks any good. Rendered in OpenGL. Will likely eventually port to Vulkan and let them evaluate the raycasts for me, don't really see myself writing something faster, gonna have a crack in GL compute first tho.

Issues· 0 开放

查看全部 Issues在 GitHub 打开

暂无开放 Issues,或尚未同步最近议题。

> 标签

C++

暂无评论,来聊聊你的看法吧

> 工具信息

发布日期2026年8月1日
最后更新2026年9月17日
分类编程语言
定价开源

> 相关工具

T
TypeScript
JavaScript 的超集,为前端与全栈提供静态类型
P
Python
通用编程语言,广泛用于 Web、数据与 AI
G
Go
Google 推出的简洁高效系统语言