HexaEngine.Audio.Common
1.0.0.1
Prefix Reserved
dotnet add package HexaEngine.Audio.Common --version 1.0.0.1
NuGet\Install-Package HexaEngine.Audio.Common -Version 1.0.0.1
<PackageReference Include="HexaEngine.Audio.Common" Version="1.0.0.1" />
<PackageVersion Include="HexaEngine.Audio.Common" Version="1.0.0.1" />
<PackageReference Include="HexaEngine.Audio.Common" />
paket add HexaEngine.Audio.Common --version 1.0.0.1
#r "nuget: HexaEngine.Audio.Common, 1.0.0.1"
#:package HexaEngine.Audio.Common@1.0.0.1
#addin nuget:?package=HexaEngine.Audio.Common&version=1.0.0.1
#tool nuget:?package=HexaEngine.Audio.Common&version=1.0.0.1
HexaEngine
<p align="center"> <img width="300" height="300" src="https://raw.githubusercontent.com/JunaMeinhold/HexaEngine/master/icon.png"> </p>
A work in progress Game Engine written in C#, aiming for high performance and cross-platform compatibility (currently only Windows). It incorporates SIMD optimizations and multithreading throughout. The engine adopts an ECS-like approach but with unique twists to enhance flexibility and performance.
Community
- Discord: https://discord.gg/VawN5d8HMh
Sub-Projects/Modules
- Hexa.NET.DebugDraw A library for drawing basic 3D shapes in immediate-mode.
- Hexa.NET.Math A math library for Game Engines (Vector math to Sky models).
- Hexa.NET.Utilities A utility library for working with unmanaged memory and more.
Build
- .NET SDK 8.0
Platforms
| OS | Supported |
|---|---|
| Windows (10 & 11) | ✅ |
| Linux | 🚧 |
| Android | 🚧 |
| macOS | 🚧 |
Graphics Backends
| API | Supported |
|---|---|
| D3D11 | ✅ |
| D3D12 | 🚧 |
| Vulkan | 🚧 |
| OpenGL | ❌ |
(For more info on OpenGL, see #81)
Audio Backends
| API | Supported |
|---|---|
| OpenAL Soft | ✅ |
| XAudio2 | 🚧 |
Features
Integrated Level Editor
- Project Management
- Package Manager
- Plugin System
- Advanced and flexible asset import pipeline supporting async
- Git Integration
- Performance Profiler (WIP)
- Integrated text editor
- Integrated image editor
- Node-based material editor
- Intuitive terrain editor with procedural generation
- And much more...
Physics (PhysX 5.3.1)
- Colliders:
- Box
- Capsule
- Convex Mesh
- Mesh
- Plane
- Sphere
- Terrain
- Rigid Bodies (Static, Dynamic, Kinematic)
- Character Controllers:
- Capsule
- Box
- Joints:
- Ball
- D6
- Distance
- Fixed
- Hinge
- Slider
Engine Architecture
- ECS-like Scene Architecture with support for data-driven and non-data-driven execution
- Multi-threaded scene updates (Rendering and Scene ticks run in parallel for maximum performance)
- Thread-Safe Resource Management via Factories with automatic cleanup
- Abstraction layer for various Graphics and Audio APIs like D3D11, D3D12, Vulkan, OpenALSoft, and XAudio2 + X3DAudio
- Asynchronous loading for meshes and more
- Thread-safe caches with lazy disk writing
Scripting with C#
- Unity-like Coroutines with reusable coroutines
- Job-System with reusable jobs
- Multithreaded script execution (coming soon)
- Order of execution via DAG and Priorities (coming soon)
- Scene-independent Global Scripts (coming soon)
- Scene Queries for fast accessing a specific GameObject or Component depending on user-defined filters via events
- Easy integration of editor variables using the [EditorProperty] Attribute
- Unity-like Input System (offers maximum flexibility)
Rendering
- Physically based Rendering (Roughness, Metallic, Reflectance, AO Workflow)
- SDR (Gamma 2.2 Rec. 709) and HDR10 (SMPTE ST 2084 Rec. 2020) support with automatic switching.
- Skinned Mesh Rendering
- Multi-Layered Terrain rendering with optional GPU Tessellation
- Level of detail:
- LOD Generator (Fast Quadric Mesh Simplification)
- GPU Particle Systems:
- Render over thousands particles without performance impact
- Lighting:
- Ambient Lights
- Directional Lights
- Point Lights
- Spotlights
- Global Illumination over IBL importance sampling, SSGI, and Voxel Global Illumination (coming soon)
- Skybox Models:
- Environment Texture
- Hosek Wilkie
- Preetham
- Custom Sky
- Shadow Mapping:
- Perspective Shadow Mapping (PSM)
- Omni Directional Shadow Mapping (OSM)
- Dual Parabolic Shadow Mapping (DPSM)
- Cascaded Shadow Mapping (CSM)
- A Shadow Atlas for OSM DPSM and PSM
- Percent Closer Filter, Variance Shadow Mapping, and more
- Hybrid renderer (Clustered Forward and Clustered Deferred)
- Many post-processing effects (including DoF, SSR, Tonemapping, LUT, Bloom, Motion blur)
- Ambient Occlusion (SSAO, HBAO+, GTAO, and ASSAO are coming soon)
- Frustum and Occlusion Culling (GPU based)
UI System (WIP)
- XAML Support
- Routed events
- Automatic layouting
- Controls:
- Button, TextBox, Image, Grid, StackPanel
Audio System
- Playing Wav files
- 3D-Spatial audio processing
- Listeners
- Emitters
Screenshots
Credits
| Product | Versions Compatible and additional computed target framework versions. |
|---|---|
| .NET | net9.0 is compatible. net9.0-android was computed. net9.0-browser was computed. net9.0-ios was computed. net9.0-maccatalyst was computed. net9.0-macos was computed. net9.0-tvos was computed. net9.0-windows was computed. net10.0 was computed. net10.0-android was computed. net10.0-browser was computed. net10.0-ios was computed. net10.0-maccatalyst was computed. net10.0-macos was computed. net10.0-tvos was computed. net10.0-windows was computed. |
-
net9.0
- HexaEngine.Core (>= 1.0.0.1)
NuGet packages (1)
Showing the top 1 NuGet packages that depend on HexaEngine.Audio.Common:
| Package | Downloads |
|---|---|
|
HexaEngine.OpenAL
OpenAL-based audio backend for HexaEngine. Integrates the OpenAL runtime to provide playback, spatial audio and buffer/source management for cross-platform sound output. |
GitHub repositories
This package is not used by any popular GitHub repositories.
| Version | Downloads | Last Updated |
|---|---|---|
| 1.0.0.1 | 275 | 11/16/2025 |