I have taken down the old Kraken Engine page as the information was out of date and it will be soon replaced with a dedicated site. This new site will provide access to API documentation and track the development of features for a more modern, updated version.

The roadmap for Kraken is being refined to make it more relevant. With Kraken 2.0, I aim to explore novel concepts which are high-risk, emerging, or not always practical for commercial projects. Kraken will be purposefully specialized with a particular combination of features.

Although the specialization of Kraken may reduce its flexibility, it will have greater purpose by powering experiences that are not already served by other, ubiquitous, game engines.

Some ideas for the feature set:

  • Only PBR Materials, with a realism rendering intent.
  • Direct support for Khronos file formats including ktx textures and glTF scenes.
  • Hybrid Raytracing - Deferred lighting with ray-traced transparencies, reflections, caustic effects, and diffraction.
  • Cone traced soft shadows using volumetric signed distance field proxies.
  • Better approximation of “Bokeh” effects and realistic depth of field.
  • Volumetric Lighting, atmospheric scattering.
  • Optimized for zero-copy operations and HSA.
  • VR Optimized with stereoscopic cameras, VR SLI, and lens matched shading
  • Focused on mutable environments without baked light maps or pre-computed occlusion acceleration structures.
  • Completely asynchronous render and audio cores, all API calls are non-blocking
  • Purposefully self-contained, highly integrated, and simple.
  • Scalable with multiple CPU cores and a unified job scheduling system.
  • Multithreaded rendering with Vulkan, DirectX 12, and Metal. Leaving earlier API’s behind.
  • Siren audio engine with HRTF 3d spatialization and GPU accelerated convolution reverb. Optimized for headphones as worn with VR headsets.
  • Zone-free open world support with network transparent streaming of assets
  • Multiple coordinate system grids moving independently, each with own octree and raycasting acceleration structures.
  • Procedural terrains and planet surfaces allowing seamless transitions between worlds and space.
  • Weather system and atmospheric modelling baked in.
  • In-Game and in-vr placement editor.
  • WebAssembly output, supporting upcoming experimental web graphics APIs.