3D Game Engine powered by Panda3d (Work in progress)

I’ve been developing a game engine built on Panda3D, designed with a scene-graph architecture similar to Godot. It features:

  • Scene Graph Editor – Intuitive visual organization of game objects
  • Script Editor – Built-in support for writing and managing scripts
  • Input System – Handling of user interactions
  • PBR Rendering – High-quality visuals powered by the Render Pipeline
  • Bullet Physics – Realistic physics simulations
  • And more…

Scene graph editor:

Script editor

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Looks awesome!

Thank you

First Cave Engine, now your Fractal it’s like a party every day,
plus yours based on my favorite Panda3D this would be something…

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Hello,
yes, GUI looks nice, and it is very interesting, how did you make/script/add this shaders and masks. Does it have ray casting/ ray tracing? or physics? Also, it is very interesting - is it energy consuming (‘lightweighted’) engine? Panda 3D is lightweighted, but for me it lacks physics and realistic shaders, but of course it can be improved by some tweaks.
Overall, interesting, thank you for sharing

The original post notes that it makes use of Bullet for physics.

This isn’t really true, I feel.

For the former, Panda has both its own internal physics system (aside from the collision system), and integration with Bullet physics.

And for the latter, while it doesn’t include the following out-of-the-box, it has the “simplepbr” module for, well, PBR rendering.

And of course, if you want even more realism, the “renderpipeline” and “complexpbr” modules are available.

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Hi, the rendering is currently using Render Pipeline, but there are still some issues with reflections I am trying to fix.

It does not support ray tracing and uses SSR. I used bullet for physics.

The rendering part might be a bit energy consuming due to the sheer number of features in Render Pipeline. But overall, it should be quite lightweight at least for now.

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Thank you, I will try it or at least read about it, didn’t know about “complexpbr” and “renderpipeline”, thanks

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Sounds great, thank you for sharing

Awesome!

UPDATE: This engine now has support for global illumination through VXGI (voxel cone traced global illumination). It voxelizes the scene first before calculating the indirect lighting and specular reflections. Here is a screenshot of the rendered output.


As you can see, the scene is illuminated through only one point light and you can see the different lighting and bounces at the corners where direct light does not reach.

For the performance I am getting around 40 fps on intel integrated graphics and about 120 on Nvidia 4070. I will continue to optimize the performance. Additionally, you might notice some artifacts and light leaks which I will fix in the future.

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You may be interested in Castle Game Engine. They are on the way to using Python as a scripting language. Maybe join in? It’s a mature system with daily developments.

This looks great!

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Thanks for your reply. I will check out Castle Game Engine. However, as far as I know, there are also some other game engines with support for python such as blender game engine and cave engine.