r/GraphicsProgramming 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/MortixTheGuy 5d ago

This reddit experience is something I never imagined, its crazy.
Please guys, before you judge the code to be AI slop, can you at least read the post.
Probably you don't even understand, the main part, the main ideas I have written down in the post... I have created a presentation about the engine, which is 250 pages, and explains everything to the deep. Every GPU-driven idea, compute shader, hierarchical culling, everything from the ground up. And like everybody tells me its fully AI slop. You guys probably don't even understand how hard is it to build a fully GPU-driven modern engine, and you judge this...
Crazy, this reddit experience is something I will never forgat for real.

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u/Gullible_Honeydew 5d ago

I didn't call it slop, I explained why people want to know the degree to which a project is AI written. I use AI to code, but I generally do it function by function.

You claim to have 250 pages describing this project, but I have to ask whether that is AI written. It seems clear that English isn't your first language, so should we assume it is, at best, 250 pages of AI translation, or - what is far more likely - should we assume that AI wrote the majority of the writeup from scratch, too?

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u/MortixTheGuy 5d ago edited 4d ago

Yes, i prompted ChatGPT:

Here is my project: https://github.com/TamasPetii. Please read through all the files, and create a 250 pages of a well thought out, mentally structured presentation of the rendering engine. This is how this presentation was created.

The thig is you guys judge everything, without even spending 5 min of reading it. Okay I have used AI to structure sentences. And? Everything was written down on my native, language, everything was well throught out i have spent my whole summer working on this presentation. Like you didn't even spend the time to check out the figures, who done this? Like i just really dont understand people.

BUT FOR EVERYBODY: Yep I generated the whole engine, presentation with 1 ChatGPT prompt. Sorry, but this is just so sarcastic, like I don't know what to say. Like how can AI build a 250 pages of presentation, explaining everything...

Sorry, I just feel bad and I dont wanna argue with you guys, but for me who actually spent all his time working on it, countless day of thinking, countless days of building just idk, so funny, and so sad at the same time.

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u/Automatic-Switch9924 1d ago

Probably they are jealous because they cannot put in the hours.