Custom Shader Language
A proprietary shader language with built-in reflection and cross-compilation. Write once, target multiple backends without maintaining separate shader codebases.
SpaRcle Engine gives you a Vulkan-powered renderer, hot-reload C++ scripting, and a fully customizable pipeline — all in a single 80 MB executable.
# Linux (Ninja)
mkdir build
cd build
cmake -G "Ninja" ../ -DCMAKE_BUILD_TYPE=Debug
cmake --build . -j 10
# Windows (Visual Studio via CMake)
mkdir build
cd build
cmake -G "Visual Studio 17 2022" ../ -DCMAKE_BUILD_TYPE=Debug
Build steps are taken from the upstream guides. For platform-specific prerequisites (Vulkan SDK on Windows, distro packages on Linux), use the full docs.
Share progress, ask renderer questions, and trade workflow tips with people building real projects. Dev builds move fast; Discord is where the latest context lives.
Core branches are master (releases) and dev (active development), with features/* and release/* for focused work.
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SpaRcle Engine is early-stage, but ambitious: the goal is a strong core you can build on for years. Clean systems, readable code, and a workflow that makes creating games feel fast.