A game engine with a fully bindless, GPU-driven renderer featuring real-time path-traced global illumination, hardware ray tracing, and a physics simulation running at 200Hz, built over 10+ years of R&D
This report presents the forensic synthetic code analysis of PanosK92/SpartanEngine, a C++ project with 3,079 GitHub stars. SynthScan v2.0 examined 718,322 lines of code across 1255 source files, recording 3181 pattern matches distributed across 10 syntactic categories. The overall adjusted score of 3.8 places this repository in the Likely human-written band.
The scanner applied 160+ deterministic lexical heuristics, multi-line block detectors, abstract syntax tree depth profilers, and a cross-file Jaccard similarity matrix to construct a statistically normalised synthetic code estimate. All matches are individually weighted by severity coefficient and contextual multiplier before summation, and the resulting headline score is temporally discounted to account for the repository's development history relative to the commercial emergence of large language model coding tooling (November 2022 onward).
This chart maps the temporal evolution of the adjusted synthetic code score across successive scan runs. An upward trajectory indicates ongoing incorporation of AI-generated code or expanding LLM-assisted scaffolding; a stable or declining trajectory may reflect active human refactoring, code removal, or the adoption of stricter authorship policies. The dashed secondary line (right axis) independently tracks total raw pattern hit count, which can diverge from the normalised score when codebase size changes significantly between scans.
Classifies detected patterns by their diagnostic confidence and structural impact. CRITICAL patterns (coefficient 10) represent definitive synthetic signatures — hallucinated imports, explicit LLM attribution metadata — virtually never produced by human authors. HIGH (5) indicates strong structural tells such as cross-file repetition or cross-linguistic idioms. MEDIUM (2) covers recognisable conversational padding and AI-specific vocabulary. LOW (1) captures subtle indicators like tautological comments and generic boilerplate that require density to carry independent signal.
This horizontal bar chart decomposes the repository's raw synthetic code score by top-level directory, allowing you to pinpoint precisely which modules or components carry the highest AI authorship density. Directories with disproportionately high scores relative to their size warrant targeted manual review: concentrated AI signatures often trace back to mass-generated configuration layers, auto-ported test suites, LLM-scaffolded boilerplate classes, or entire subsystems authored under heavy copilot assistance. Use this view to prioritise your human code-review effort.
The scanner identified 3181 distinct pattern matches across 10 syntactic categories. Each entry below represents a discrete location in the source code where the engine recorded a statistically significant AI authorship indicator. Expand any category row to inspect the individual file paths, line numbers, code snippets, and the lexical context (CODE, COMMENT, or STRING) in which each match was detected.
Reading the findings table: The Severity column indicates the diagnostic confidence level (CRITICAL / HIGH / MEDIUM / LOW). The Context column identifies whether the match occurred inside executable code, an inline comment, or a string literal — comment-context matches receive a ×1.5 weight because LLMs systematically over-annotate. The ⚡ bolt icon marks clustered matches: three or more patterns within a 10-line window, each receiving an additional ×1.5 density multiplier as dense clusters constitute far stronger evidence of synthetic authorship than isolated hits.
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | source/runtime/Car/CarHud.cpp | 21 | COMMENT | |
| LOW | source/runtime/Car/CarState.h | 21 | COMMENT | |
| LOW | source/runtime/Car/CarState.h | 41 | #include "../Core/Engine.h" | COMMENT |
| LOW | source/runtime/Car/CarEngineSoundSynthesis.h | 21 | COMMENT | |
| LOW | source/runtime/Car/CarSimulation.h | 21 | COMMENT | |
| LOW | source/runtime/Car/CarSimulation.h | 41 | // mesh-based aero inference, 2d silhouette hull | COMMENT |
| LOW | source/runtime/Car/CarSimulation.h | 61 | // projection. | COMMENT |
| LOW | source/runtime/Car/CarSimulation.h | 81 | // | COMMENT |
| LOW | source/runtime/Car/CarSimulation.h | 101 | // - longitudinal weight transfer from body acceleration | COMMENT |
| LOW | source/runtime/Car/CarSimulation.h | 121 | // - engine torque curve, turbo/wastegate, rev limiter | COMMENT |
| LOW | source/runtime/Car/CarSimulation.h | 141 | // both wheels to the same speed, maximizing traction but causing understeer. lsd | COMMENT |
| LOW | source/runtime/Car/CarSimulation.h | 161 | // drag opposes motion proportional to speed squared and frontal area. downforce | COMMENT |
| LOW | source/runtime/Car/CarTires.h | 21 | COMMENT | |
| LOW | source/runtime/Car/Car.cpp | 21 | COMMENT | |
| LOW | source/runtime/Car/CarTireSquealSynthesis.h | 21 | COMMENT | |
| LOW | source/runtime/Steam/Steam.cpp | 21 | COMMENT | |
| LOW | source/runtime/Core/pch.h | 21 | COMMENT | |
| LOW | source/runtime/Core/pch.h | 41 | #include <cstdarg> | COMMENT |
| LOW | source/runtime/Core/pch.h | 61 | #include "../Math/Ray.h" | COMMENT |
| LOW | source/runtime/Core/Definitions.cpp | 21 | COMMENT | |
| LOW | source/runtime/Core/Event.h | 41 | ============================================================================================== | COMMENT |
| LOW | source/runtime/Core/Window.cpp | 21 | COMMENT | |
| LOW | source/runtime/Core/Engine.cpp | 21 | COMMENT | |
| LOW | source/runtime/Core/Definitions.h | 81 | static char buf[32] = {}; | COMMENT |
| LOW | source/runtime/Core/Definitions.h | 101 | #endif | COMMENT |
| LOW | source/runtime/Core/Definitions.h | 121 | #endif | COMMENT |
| LOW | source/runtime/Core/Definitions.h | 221 | #define NOMINMAX | COMMENT |
| LOW | source/runtime/Memory/Allocator.cpp | 21 | COMMENT | |
| LOW | source/runtime/IO/pugiconfig.hpp | 21 | // #define PUGIXML_COMPACT | COMMENT |
| LOW | source/runtime/IO/pugixml.hpp | 21 | #include "pugiconfig.hpp" | COMMENT |
| LOW | source/runtime/IO/pugixml.hpp | 41 | // Macro for deprecated features | COMMENT |
| LOW | source/runtime/IO/pugixml.hpp | 61 | COMMENT | |
| LOW | source/runtime/IO/pugixml.hpp | 81 | # define PUGIXML_HAS_MOVE | COMMENT |
| LOW | source/runtime/IO/pugixml.hpp | 101 | #endif | COMMENT |
| LOW | source/runtime/IO/pugixml.hpp | 121 | # define PUGIXML_NULL 0 | COMMENT |
| LOW | source/runtime/IO/pugixml.hpp | 1261 | COMMENT | |
| LOW | source/runtime/RHI/RHI_CommandList.h | 21 | COMMENT | |
| LOW | source/runtime/RHI/RHI_Texture.cpp | 21 | COMMENT | |
| LOW | source/runtime/RHI/RHI_Shader.h | 21 | COMMENT | |
| LOW | source/runtime/RHI/RHI_PipelineState.cpp | 21 | COMMENT | |
| LOW | source/runtime/RHI/RHI_Vertex.h | 21 | COMMENT | |
| LOW | source/runtime/RHI/RHI_DescriptorSetLayout.cpp | 21 | COMMENT | |
| LOW | source/runtime/RHI/RHI_Implementation.h | 21 | COMMENT | |
| LOW | source/runtime/RHI/RHI_Implementation.h | 421 | #include "D3D12/D3D12_Utility.h" | COMMENT |
| LOW | source/runtime/RHI/Vulkan/Vulkan_Xr.cpp | 21 | COMMENT | |
| LOW | source/runtime/RHI/Vulkan/Vulkan_DescriptorSet.cpp | 21 | COMMENT | |
| LOW | source/runtime/RHI/Vulkan/Vulkan_Pipeline.cpp | 21 | COMMENT | |
| LOW | source/runtime/RHI/Vulkan/Vulkan_CommandList.cpp | 21 | COMMENT | |
| LOW | source/runtime/RHI/Vulkan/Vulkan_SwapChain.cpp | 21 | COMMENT | |
| LOW | source/runtime/RHI/Vulkan/Vulkan_Queue.cpp | 21 | COMMENT | |
| LOW | source/runtime/RHI/Vulkan/Vulkan_VendorTechnology.cpp | 21 | COMMENT | |
| LOW | source/runtime/RHI/Vulkan/Vulkan_Shader.cpp | 21 | COMMENT | |
| LOW | source/runtime/RHI/Vulkan/Vulkan_Device.cpp | 21 | COMMENT | |
| LOW | source/runtime/RHI/D3D12/D3D12_VendorTechnology.cpp | 21 | COMMENT | |
| LOW | source/runtime/RHI/D3D12/D3D12_Queue.cpp | 21 | COMMENT | |
| LOW | …urce/runtime/RHI/D3D12/D3D12_AccelerationStructure.cpp | 21 | COMMENT | |
| LOW | source/runtime/RHI/D3D12/D3D12_SwapChain.cpp | 21 | COMMENT | |
| LOW | source/runtime/RHI/D3D12/D3D12_Pipeline.cpp | 21 | COMMENT | |
| LOW | source/runtime/RHI/D3D12/D3D12_CommandList.cpp | 21 | COMMENT | |
| LOW | source/runtime/RHI/D3D12/D3D12_CommandList.cpp | 41 | #include "D3D12_Internal.h" | COMMENT |
| 3057 more matches not shown… | ||||
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | source/editor/GeneralWindows.cpp | 612 | ImGui::PopID(); // Don't forget to Pop! | CODE |
| MEDIUM | source/editor/ImGui/Source/imgui_widgets.cpp | 7357 | // Tip: pass a non-visible label (e.g. "##hello") then you can use the space to draw other text or image. | COMMENT |
| MEDIUM | third_party/free_type/freetype/fterrors.h | 78 | * Here is a simple example. | COMMENT |
| MEDIUM | third_party/free_type/freetype/freetype.h | 1381 | * for demonstration purposes. | COMMENT |
| LOW | third_party/free_type/freetype/internal/ftrfork.h | 35 | /* Don't forget to increment the number if you add a new guessing rule. */ | COMMENT |
| LOW | third_party/assimp/assimp/cimport.h | 312 | * don't forget to detach it again. | COMMENT |
| LOW | third_party/assimp/assimp/cimport.h | 324 | * don't forget to detach it again. | COMMENT |
| LOW | third_party/assimp/assimp/postprocess.h | 634 | * If you're using DirectX, don't forget to combine this value with | COMMENT |
| LOW | third_party/assimp/assimp/postprocess.h | 659 | * If you're using DirectX, don't forget to combine this value with | COMMENT |
| LOW | third_party/assimp/assimp/postprocess.h | 689 | * If you're using DirectX, don't forget to combine this value with | COMMENT |
| LOW | …ird_party/free_image/FreeImage/FreeImage/PluginBMP.cpp | 1178 | // don't forget to write what we already have in the buffer | COMMENT |
| LOW | third_party/sdl/SDL3/SDL_process.h | 39 | * Don't forget to call SDL_DestroyProcess() to clean up, whether the process | COMMENT |
| LOW | third_party/vulkan_memory_allocator/vk_mem_alloc.h | 17261 | // At the end, don't forget to: | COMMENT |
| LOW | third_party/vulkan_memory_allocator/vk_mem_alloc.h | 19314 | // At the end, don't forget to destroy it! | COMMENT |
| LOW | third_party/vulkan_memory_allocator/vk_mem_alloc.h | 19349 | // At the end, don't forget to destroy it! | COMMENT |
| LOW | third_party/vulkan_memory_allocator/vk_mem_alloc.h | 680 | To prepare for this possibility, don't forget to add appropriate flags like | CODE |
| LOW | third_party/vulkan_memory_allocator/vk_mem_alloc.h | 2734 | don't forget to free them. | CODE |
| LOW | third_party/vulkan_memory_allocator/vk_mem_alloc.h | 2781 | don't forget to free it as well. | CODE |
| LOW | third_party/vulkan_memory_allocator/vk_mem_alloc.h | 17298 | Don't forget to destroy your buffer and allocation objects when no longer needed: | CODE |
| LOW | third_party/vulkan_memory_allocator/vk_mem_alloc.h | 18460 | If you allocated a new object to be used as the custom pointer, don't forget to delete that object before freeing the al | CODE |
| LOW | data/shaders/amd_fidelity_fx/ffx_spd.h | 193 | // [SAMPLER] don't forget to add the define #SPD_LINEAR_SAMPLER :) | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | source/runtime/Resource/Import/ImageImporter.cpp | 346 | else if (bpp == 24) // For 24-bit, we need to check if there's a transparency mask | CODE |
| LOW⚡ | …rd_party/free_image/FreeImage/FreeImage/PluginJPEG.cpp | 1448 | // Step 2: specify data destination (eg, a file) | COMMENT |
| LOW⚡ | …rd_party/free_image/FreeImage/FreeImage/PluginJPEG.cpp | 1452 | // Step 3: set parameters for compression | COMMENT |
| LOW⚡ | …rd_party/free_image/FreeImage/FreeImage/PluginJPEG.cpp | 1574 | // Step 5: Start compressor | COMMENT |
| LOW⚡ | …rd_party/free_image/FreeImage/FreeImage/PluginJPEG.cpp | 1578 | // Step 6: Write special markers | COMMENT |
| LOW⚡ | …rd_party/free_image/FreeImage/FreeImage/PluginJPEG.cpp | 1584 | // Step 7: while (scan lines remain to be written) | COMMENT |
| LOW⚡ | …rd_party/free_image/FreeImage/FreeImage/PluginJPEG.cpp | 1696 | // Step 8: Finish compression | COMMENT |
| LOW⚡ | …rd_party/free_image/FreeImage/FreeImage/PluginJPEG.cpp | 1700 | // Step 9: release JPEG compression object | COMMENT |
| LOW | …rd_party/free_image/FreeImage/FreeImage/PluginJPEG.cpp | 1429 | // Step 1: allocate and initialize JPEG compression object | COMMENT |
| LOW | …rd_party/free_image/FreeImage/FreeImage/PluginJPEG.cpp | 1548 | // Step 4: set quality | COMMENT |
| LOW | third_party/renderdoc/renderdoc/replay/shader_types.h | 536 | DOCUMENT(R"(Utility function to check if this variable stores a resource reference directly accessed by a shader. | CODE |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW⚡ | …rd_party/free_image/FreeImage/FreeImage/PluginJPEG.cpp | 1448 | // Step 2: specify data destination (eg, a file) | COMMENT |
| LOW⚡ | …rd_party/free_image/FreeImage/FreeImage/PluginJPEG.cpp | 1452 | // Step 3: set parameters for compression | COMMENT |
| LOW⚡ | …rd_party/free_image/FreeImage/FreeImage/PluginJPEG.cpp | 1574 | // Step 5: Start compressor | COMMENT |
| LOW⚡ | …rd_party/free_image/FreeImage/FreeImage/PluginJPEG.cpp | 1578 | // Step 6: Write special markers | COMMENT |
| LOW⚡ | …rd_party/free_image/FreeImage/FreeImage/PluginJPEG.cpp | 1584 | // Step 7: while (scan lines remain to be written) | COMMENT |
| LOW⚡ | …rd_party/free_image/FreeImage/FreeImage/PluginJPEG.cpp | 1696 | // Step 8: Finish compression | COMMENT |
| LOW⚡ | …rd_party/free_image/FreeImage/FreeImage/PluginJPEG.cpp | 1700 | // Step 9: release JPEG compression object | COMMENT |
| LOW | …rd_party/free_image/FreeImage/FreeImage/PluginJPEG.cpp | 1429 | // Step 1: allocate and initialize JPEG compression object | COMMENT |
| LOW | …rd_party/free_image/FreeImage/FreeImage/PluginJPEG.cpp | 1548 | // Step 4: set quality | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| MEDIUM | source/runtime/World/Components/SkidMarks.cpp | 204 | // advance, the new edge becomes the start of the next quad for seamless continuity | COMMENT |
| MEDIUM | third_party/lua/sol/sol.hpp | 3012 | // Definitely 5.0 | COMMENT |
| MEDIUM | …d_party/free_image/FreeImage/FreeImage/PluginTARGA.cpp | 387 | // not a 2.0 image, try testing if it's a valid TGA anyway (not robust) | COMMENT |
| LOW | third_party/sdl/SDL3/SDL_main_impl.h | 134 | #else /* platforms that use a standard main() and just call SDL_RunApp(), like iOS and 3DS */ | COMMENT |
| MEDIUM | …rd_party/vulkan/vulkan/utility/vk_sparse_range_map.hpp | 716 | // We're not robust to a bad hint, so detect it with extreme prejudice | COMMENT |
| MEDIUM | …rd_party/vulkan/vulkan/utility/vk_sparse_range_map.hpp | 717 | // TODO: Add bad hint test to make this robust... | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW⚡ | source/editor/ImGui/Source/imgui_demo.cpp | 7735 | ImGui::TextWrapped("Lorem ipsum dolor sit amet"); | CODE |
| LOW⚡ | source/editor/ImGui/Source/imgui_demo.cpp | 7735 | ImGui::TextWrapped("Lorem ipsum dolor sit amet"); | CODE |
| LOW⚡ | source/editor/ImGui/Source/imgui_demo.cpp | 7737 | ImGui::Text("Lorem ipsum dolor sit amet"); | CODE |
| LOW⚡ | source/editor/ImGui/Source/imgui_demo.cpp | 7737 | ImGui::Text("Lorem ipsum dolor sit amet"); | CODE |
| LOW | source/editor/ImGui/Source/imgui_demo.cpp | 9663 | ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor i | CODE |
| LOW | source/editor/ImGui/Source/imgui_demo.cpp | 9663 | ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor i | CODE |
| LOW | source/editor/ImGui/Source/imgui_demo.cpp | 10785 | ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut | CODE |
| LOW | source/editor/ImGui/Source/imgui_demo.cpp | 10785 | ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut | CODE |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| HIGH | third_party/vulkan/vulkan/vulkan_layer_settings.hpp | 17 | * This code was generated by Vulkan Configurator 3.4.2 | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | third_party/vulkan_memory_allocator/vk_mem_alloc.h | 1545 | To be used with function vmaBeginDefragmentationPass(). | CODE |
| LOW | third_party/vulkan_memory_allocator/vk_mem_alloc.h | 17213 | - Use function vmaImportVulkanFunctionsFromVolk() to fill in the structure #VmaVulkanFunctions. | CODE |
| LOW | third_party/vulkan_memory_allocator/vk_mem_alloc.h | 17534 | The easiest way to copy data from a host pointer to an allocation is to use convenience function vmaCopyMemoryToAllocati | CODE |
| LOW | third_party/vulkan_memory_allocator/vk_mem_alloc.h | 17563 | Copy in the other direction - from an allocation to a host pointer can be performed the same way using function vmaCopyA | CODE |
| LOW | third_party/vulkan_memory_allocator/vk_mem_alloc.h | 18011 | using default pools with dedicated function vmaCreateBufferWithAlignment(). | CODE |
| LOW | third_party/vulkan_memory_allocator/vk_mem_alloc.h | 18676 | use special function vmaCreateBufferWithAlignment(), which takes additional parameter `minAlignment`. | CODE |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| MEDIUM | source/runtime/Car/CarHud.cpp | 615 | // of being hidden behind it, the transparent window is only used as a layout scaffold | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| MEDIUM | third_party/vulkan_memory_allocator/vk_mem_alloc.h | 1690 | -# Create an instance of the #VmaVulkanFunctions structure. | CODE |