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Feature Overview

Myth delivers modern rendering capabilities rivaling heavyweight commercial engines while staying lightweight. This page gives a bird's-eye view of the engine's core capabilities to help you quickly decide whether it fits your project.

Capability Matrix

DomainCapabilities
Core ArchitectureSSA-based declarative RenderGraph compiler, zero-allocation per-frame rebuild, automatic memory aliasing, dead-pass elimination
Cross-platformWindows / macOS / Linux / iOS / Android · WebGPU/WASM · Python bindings
BackendBuilt on wgpu — Vulkan / Metal / DX12 / WebGPU
LightingClustered forward lighting, Image-Based Lighting (IBL), Cascaded Shadow Maps (CSM), spot-light shadows
MaterialsFull PBR (Clearcoat / Iridescence / Transmission / Sheen / Anisotropy), Phong, Unlit, custom material macro
Screen-Space FXSSAO, SSR, SSGI, SSSS (subsurface scattering)
Post-ProcessingHDR pipeline, Bloom, color grading, TAA / FXAA / MSAA, CAS sharpening
EnvironmentProcedural sky (Hillaire 2020 atmospheric scattering), sun/moon/stars, day-night cycle, skybox, HDR environment maps
3DGSGPU-driven 3D Gaussian Splatting, unified with the PBR pipeline
AssetsFull glTF 2.0 (PBR, animation, morph targets), asynchronous asset system
ToolingEmbedded egui inspector, runtime RenderGraph topology dump
OffscreenHeadless rendering, non-blocking GPU→CPU readback ring buffer

Design Trade-offs

Myth's goal is not to be yet another "batteries-included" engine, but a focused, embeddable, customizable high-performance rendering core.

  • Focused on rendering: We concentrate on the graphics pipeline itself. Physics, audio, and networking are left to your choice — the engine imposes no architecture on you.
  • Embeddable: The engine can run windowless, or embed into existing winit / egui / custom event loops, making it ideal for editors, visualization tools, or server-side rendering.
  • Compiler mindset: Rendering is modeled as a graph-compilation problem. You declare topological needs; the compiler handles scheduling, synchronization, and memory reuse — leaving the complexity to the compiler and the creativity to you.

Render Paths at a Glance

The engine offers two main render paths, selectable via RendererSettings when creating an App:

  • RenderPath::HighFidelity: The full PBR + post-processing + screen-space FX + 3DGS pipeline. Most features (Bloom, SSAO, SSR, SSGI, TAA, 3DGS, etc.) depend on this path.
  • RenderPath::BasicForward: Minimal forward rendering, suited to low-end devices or scenes that only need basic shading.

See Render Paths & Frame Composer for details.

Next Steps

Released under the MIT / Apache-2.0 dual license