Welcome to the Helix Engine project, the foundation for a next-generation 3D game engine and its debut game, Controlled Burn. This project combines advanced procedural generation techniques with unique voxel and mesh attribute systems under the umbrella of MeshDNA/VoxelDNA technology.
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Procedurally Generated Maps: The engine uses procedural algorithms to create vast, dynamic environments ensuring every playthrough is unique.
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VoxelDNA & MeshDNA Technology: Each voxel and mesh in the engine carries a DNA-like attribute set. This system enables different behaviors, interactions, and properties at the voxel level, allowing for complex, emergent gameplay that is highly customizable.
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Hybrid 2D-3D Top-Down Gameplay: While the game Controlled Burn presents a 2D top-down perspective, it leverages fully 3D elements to enrich visual fidelity and interaction complexity.
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Multi-Platform Ambitions: The engine and Controlled Burn game will target PC, VR, Console, and Mobile platforms to reach a broad audience and demonstrate the engine’s versatility.
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Future VR and AR Support: Helix Engine is designed with extensibility in mind, preparing the groundwork for eventual VR and AR integrations.
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Modular, Expandable Architecture: Every subsystem — input, rendering, camera, procedural generation, physics — is modular, allowing for easier maintenance, upgrading, and customization.
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Core Engine (Helix Engine)
- Rendering pipeline using
wgpuwith shader-based GPU acceleration. - Input handling supporting keyboard, mouse, and planned VR/AR controllers.
- Procedural generation framework adaptable for terrain, objects, and AI placement.
- Voxel and Mesh DNA system managing attributes and behaviors.
- Camera and scene management for 2D and 3D hybrid views.
- Multi-platform backend for PC, consoles, mobile devices, and VR.
- Rendering pipeline using
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Controlled Burn Game
- First game built on Helix Engine.
- Top-down voxel-based gameplay with dynamic procedural maps.
- Focus on performance and immersive interaction.
- Planned support for multiplayer and modding.
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Core Engine Development
- Complete input and camera systems.
- Develop procedural map generator.
- Implement VoxelDNA/MeshDNA attribute framework.
- Build rendering pipeline with shaders.
- Develop platform abstraction layer.
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Controlled Burn Game Buildout
- Create game logic and mechanics.
- Integrate procedural maps.
- Design voxel and mesh attributes for gameplay.
- Test across target platforms.
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VR/AR Extensions
- Add VR input and rendering support.
- Develop AR overlays and interaction.
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Tools and Editors
- Build map editors, attribute editors.
- Create asset pipelines.
- Develop debugging and profiling tools.
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Licensing and Distribution
- Finalize commercial licensing for Helix Engine.
- Launch Controlled Burn on platforms.
- Open selected engine modules to community.
This repository currently contains the foundational source code of the Helix Engine and initial Controlled Burn assets. It is private and under active development.
- To build the project, ensure you have Rust and related dependencies installed.
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cargo buildandcargo runfor local compilation and testing. - The
src/directory contains engine subsystems and game-specific code. - The
rendering/shaders/directory holds WGSL shader files. - Input and camera modules are designed to be extended for VR and AR.
- At this stage, this project is closed-source and private.
- Licensing will be modeled similar to Unity and Unreal Engine, with commercial and personal use options.
- Contributions will be accepted after a formal open-source or licensing announcement.
- For business inquiries or licensing information, please contact [Your Contact Info].
Project Lead: Shane Foster
Email: [[email protected]]
GitHub: https://github.com/Op-era/HelixEngine
Thank you for your interest in the Helix Engine and Controlled Burn project. Together we will create a powerful, flexible engine and a compelling game experience.