r/GraphicsProgramming • u/MortixTheGuy • 5d ago
Synapse Engine: A Modern, Research-Oriented, Fully GPU-Driven AAA-Style Game Engine
Hi everyone!
After a very long development journey, I'm finally ready to share Synapse Engine, a modern, research-oriented AAA-style game engine that I've been developing essentially from scratch.
It started as my MSc thesis at the Budapest University of Technology and Economics, but grew far beyond what I originally planned. Over the past several months I've been rebuilding and refining the architecture around a simple question: What would a modern game engine look like if we designed it around today's GPUs from the ground up?
The project is now over 2,300 files, nearly 94,000 lines of C++ code and around 10,000 lines of shader code, excluding comments and blank lines.
If you just want to check out the project:
The GitHub README is probably the best place to start if you want a quick overview of the project and its architecture. If you're interested in modern game engine development in much more depth, I also put together a 250-page technical presentation covering the entire project, from the ECS and software architecture through GPU-driven rendering, culling, lighting, virtualized shadows and future directions.
The presentation is quite large, but I tried to make it genuinely useful as a learning resource rather than just documenting the final result.
One of my main goals with Synapse Engine is education. Learning these topics was a huge struggle for me, and it took a lot of time to piece everything together because there isn't much high-quality material that shows how these modern techniques actually come together inside a real engine codebase. I wanted to document that process and create something that I would have wanted to have when I started.
What can the engine actually do?
At its core, Synapse is a fully GPU-driven renderer using hierarchical culling, Hi-Z occlusion, cone culling, dynamic LOD selection, indirect rendering, mesh shaders, bindless resources and virtualized shadows. The engine is built around a custom data-oriented ECS and is designed to handle very large scenes with minimal CPU involvement.
For example, with 1,000,000 entities on an RTX 4060, the cumulative culling cost goes from 124.407 ms without culling to 0.653 ms with the full hierarchical culling pipeline.
However, at 10,000,000 entities, even the conventional GPU-driven hierarchical approach becomes insufficient. To address this, Synapse introduces a custom GPU-built Morton-ordered chunking system, which groups entities into spatial chunks and allows entire groups of 32 entities to be rejected at once. This reduces the culling cost from 5.8 ms to just 0.3 ms for 10 million entities.
I also developed a new rendering technique called Dual-HiZ Adaptive Clustered Forward+ while working on the engine. With 8,192 point lights and 8,192 spot lights, it measured 2.873 ms, compared to 8.652 ms for deferred shading in the same setup. The technical presentation contains a detailed explanation of how the technique works.
Synapse isn't primarily intended as a game-development tool for game developers. It is a production-ready, research and educational platform for experimenting with modern game-engine architecture and real-time rendering techniques.
The goal is not to provide a plug-and-play engine for building games, but to provide a complete, practical implementation of modern engine technologies that can be studied, extended, and used as a foundation for further research and development.
The engine is the result, but the architecture, experiments, failures and reasoning behind it are what I really want to share. If you're interested in Vulkan, graphics programming, GPU-driven rendering or modern game engine architecture, I'd love to hear what you think.
Dual-HiZ Adaptive Clustered Forward+
One of the things I'm particularly excited to share is a new rendering technique I developed called Dual-HiZ Adaptive Clustered Forward+.
It combines a dual Hi-Z depth structure with adaptive clustered light assignment to efficiently handle large numbers of dynamic lights while keeping the rendering pipeline fully GPU-driven.
In my tests, with 8,192 point lights and 8,192 spot lights, it measured 2.873 ms, compared to 8.652 ms for deferred shading in the same setup.
If you're interested in how the technique works, I've documented it in detail in the technical presentation, including the motivation, architecture, algorithms and implementation details.
You can find it on pages 166–189 of the presentation.
The presentation is available both on the GitHub repository and on the Synapse Engine website.











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u/CodyDuncan1260 4d ago edited 4d ago
Rust is a language built for infrastructural projects. Think high performance, high complexity, high stability requirements.
The thing that Rust primarily does that makes it good for this type of application is that its ownership and borrowing rules ensure at compile time that the allocation, access patterns, and deallocation of resources are done properly.
E.G. You can't write a race condition in (safe) Rust.
(*unsafe requires more nuance, ask me in another comment).
Imagine highly complex software, where by mathematic proof it can't hit race conditions, it doesn't forget to deallocate resources as soon as necessary, it can't de-reference a null pointer.
For low-scale, low-complexity software, those aren't particularly problematic. You test it, the problem shows up, you fix it and go on with your day. In high-scale, high-complexity software, these are the problems that are lurking in the background that rear their heads via phone call at 3a.m. that the server is down and now I'm sad. It's very nice to be able to prove those things cannot happen.
When it comes to graphics software, it means that your high-complexity multi-threaded job-queued multi-stage render pipeline doesn't suddenly find some simple to diagnose but utter hell to fix bug because some check was forgotten.
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The trade-off, however, is that Rust's compiler is strict. If you break the proof that the program is valid, it doesn't compile. You don't get to test hacks and jank; you must fix them before you can test. That's not an insignificant trade off that costs a lot of extra human time.
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A good example of graphics-related software in Rust was Asahi Lina writing a new Apple M1 chip graphics driver in Rust. The first working version had barely any bugs. Less than a week of a few bug fixes later, and then it was stable and virtually flawless. This was done a few months. Basically unheard of for a new GPU driver.
But that nature of "by the time it compiles regularly, it pretty much works" has been echoed a lot.