# PanosK92/SpartanEngine

A game engine with a fully bindless, GPU-driven renderer featuring real-time path-traced global illumination, hardware ray tracing, and a physics simulation running at 200Hz, built over 12+ years of R&D

Repository: https://github.com/PanosK92/SpartanEngine
Canonical: https://ross.abutalabs.com/products/spartanengine
Homepage: https://panoskarabelas.com
Language: C++
License: MIT
License Family: permissive
Topics: game-engine, imgui, cpp, spartan, taa, bsdf, livestream, bindless, car-simulation, ecs, vulkan, ssao, xess, atmospheric-scattering, physx, path-tracing, ray-tracing, restir-gi, cutting-edge, gpu-driven
Last push: 2026-08-26T19:18:37+00:00

## Health v2 (maintenance only)
Score: 86/100 (v2, computed 2026-09-03T02:20:16.233290+00:00)
- activity 99, release rhythm 60, longevity 100
- inputs: {"age_days": 3728, "days_push": 7, "days_rel": 7, "gap_med": 0, "n_releases_24m": 1678}
- flags: prerelease_only
- formula: round(0.45*activity + 0.35*rhythm + 0.20*longevity); archived -> min(score, 10)

## Adoption (not part of the score)
Stars 3111, forks 271 (observed 2026-08-28T04:07:43.975864+00:00)

## What it is
Spartan Engine is a C++ game engine built over 12+ years by a single developer, featuring a fully bindless, GPU-driven renderer with real-time path-traced global illumination and hardware ray tracing via Vulkan. It includes physics simulation at 200Hz, ECS architecture, and interactive demo worlds, and is positioned as a personal R&D project rather than a commercial product.

## Use cases
- study a modern GPU-driven renderer with bindless resources
- learn real-time path-traced global illumination techniques
- experiment with hardware ray tracing in Vulkan
- explore ECS-based game engine architecture
- prototype rendering research like ReSTIR GI and SSAO
- drive a car and interact with physics-enabled demo worlds

## When to choose
- you want cutting-edge, real-time rendering research code to learn from
- you need a reference for bindless, GPU-driven Vulkan rendering
- you're studying how a solo-built engine implements ray tracing and physics

## When to avoid
- you need a production-ready engine with support, roadmap, and tooling
- you're shipping a commercial game and need stability and ecosystem
- you require multi-platform support or a large contributor community

## Facets
- artifact type: framework
- maturity: active
- function: game-engine, graphics, simulation
- domain: graphics, simulation
- platform: windows, cpp
- tags: vulkan, ray-tracing, path-tracing, bindless-rendering, gpu-driven, ecs, physx, imgui, global-illumination, research-engine, physics, game-development, gpu

## Member repositories
- PanosK92/SpartanEngine (main) score 86

## Provenance
- Observed fields: from GitHub, fetched 2026-08-28T04:07:43.975864+00:00.
- Health v2: computed from the inputs above; adoption is never an input.
- Inferred fields (summary, facets, guidance): AI-extracted, prompt v1, taxonomy v1, on 2026-08-30T07:26:42.828821+00:00, confidence not recorded.
  - readme: https://github.com/PanosK92/SpartanEngine (fetched 2026-08-28T04:07:43.975864+00:00, sha 5f7174334197)
  - homepage: https://panoskarabelas.com (fetched 2026-08-29T09:41:47.131297+00:00, sha e1d4bdae4877)
  - site_page: https://panoskarabelas.com/about (fetched 2026-08-29T09:41:47.140237+00:00, sha 3a1a6ce95608)
- Data as of 2026-08-30T08:39:29.467469+00:00.
