About this project

Saturn is an early-stage, cross-platform 3D game engine written in C++ and built on Vulkan. The README describes it as primarily an early-stage 3D engine, with Windows 10+ (x86_64 and AArch64) listed as very stable, macOS 15+ on Apple M-series as unstable, and Linux support still in progress with no CI yet. Windows ARM builds are noted as available only on Windows 11. Rendering features listed include PBR rendering, SSAO, GTAO, SMAA, bloom, shadow mapping, a Forward+ pipeline, skeletal animation, font rendering in screen space and world space, normal mapping and instanced rendering. The bundled editor offers node editors for materials, sounds, animation graphs and behaviour trees, plus undo/redo tracking, an asset browser, a world outliner panel, built-in asset viewers, autosaves, a project browser and hot code reloading. Engine-level capabilities include AI pathfinding and navmesh generation via Recast, behaviour trees with custom C++ tasks, C++ scripting through an Unreal-like UClass/UObject reflection system with a custom build tool and SProperties support, physics via JoltPhysics, audio via MiniAudio, a game UI system called Alura, a job system, ECS via EnTT, keybindings, an online subsystem using the Steamworks API, texture streaming, and distribution of games as standalone executables through an asset bundle system. Getting started requires the Vulkan SDK (the project targets Vulkan 1.2, with newer versions expected to work) and, on macOS or Linux, the .NET SDK. The repository should be cloned recursively and the vulkan branch checked out. Build instructions live in BUILDING.md, and the project is MIT licensed. A Trello board is referenced for roadmap and status.