简体中文 (数据驱动 · 数据配置流程 · 微内核插件制) | FCT_RHI
MQEngine is a cross-platform C++20 3D game and graphics engine built around data-driven scenes and rendering, an end-to-end declarative data configuration workflow, and a microkernel plugin architecture.
- Relational Scene & Asset Data: Manages entities, components, meshes, materials, and textures through unified data tables to drive simulation and rendering without object-graph coupling.
- Modern Real-Time Rendering & Physics: Supports GPU-Driven indirect rendering, Bindless textures, PBR materials, hardware ray tracing, DLSS, post-processing, terrain, and multi-solver physics simulation.
- Declarative TOML Configuration: Projects (
project.mq), plugin packages (plugin.mq), and render graphs (.pgraph) are configured through clean TOML manifests. - Zero-Boilerplate Inspector & Script Types: Component definitions automatically expose Editor Inspector properties and generate TypeScript
.d.tstype declarations. - Two-Way Visual & Code Authoring:
- HTML/CSS Game UI: Drag-and-drop WYSIWYG canvas editing with live two-way sync to
.rml/.rcssstylesheets and declarative data/event bindings. - Blueprint <-> TypeScript: Visual Blueprint graphs and strongly typed TypeScript (
.ts) source files translate seamlessly in both directions.
- HTML/CSS Game UI: Drag-and-drop WYSIWYG canvas editing with live two-way sync to
- Drag-and-Drop Import & One-Click Packaging: Import
.fbx,.gltf,.glb, and.objassets directly into the 3D viewport, and cook standalone game packages in one step.
- Minimal Kernel & Pure-Shell Hosts:
Editor,Game, andCLIexecutables act purely as lightweight hosts that declare active feature tags. - On-Demand Modular Plugins & Hot-Reload: Editor tools (3D viewport, asset browser, shader editor, render graph editor, built-in profiler, HTML UI designer, Blueprint editor) and runtime features load on demand as independent plugin units—supporting live hot-reload during development while keeping shipped standalone games completely free of editor dependencies.
- Multi-Platform & Headless Support: Runs on Windows, Linux, and Android over Vulkan and DirectX 12 (powered by FCT_RHI), including zero-window Headless GPU execution for CI and automated frame verification.
- Windows 10/11 x64, Linux, or Android
- Visual Studio 2022 17.10+ (C++20), CMake 3.22.1+, Ninja, vcpkg, Vulkan SDK 1.2+
git clone --recursive https://github.com/MaaBlock/MQEngine.git
cd MQEngine
cmake --preset windows-debug
cmake --build Output/build-windows-debug --target Engine Editor Game# Launch Editor or standalone Game
./Output/build-windows-debug/Applications/Editor/Editor.exe
./Output/build-windows-debug/Applications/Game/Game.exe
# Headless GPU verification
./Output/build-windows-debug/Applications/Game/Game.exe --headless --test-frames 30