Repository Analysis

PanosK92/SpartanEngine

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

3.8 Likely human-written View on GitHub

Analysis Overview

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).

3.8
Adjusted Score
3.8
Raw Score
100%
Time Factor
2026-07-13
Last Push
3.1K
Stars
C++
Language
718.3K
Lines of Code
1.3K
Files
3.2K
Pattern Hits
2026-07-14
Scan Date
0.00
HC Hit Rate

What These Metrics Mean

Adjusted Score
Primary synthetic code indicator. Raw score normalised per 1,000 lines of code and multiplied by the temporal discount factor. This is the definitive comparative metric — use it to rank repositories by AI authorship density.
Raw Score
The unmodified sum of all severity-weighted, context-multiplied pattern match scores before temporal discounting. Reflects the absolute signal strength independent of when the repository was last active.
Time Factor
The temporal discount multiplier (0–100%) applied to the raw score. Repositories last updated before ChatGPT's launch (Nov 2022) receive a 5% factor. Full signal is only assigned to repositories active in the post-adoption era (Jan 2024+).
Pattern Hits
Total count of individual pattern matches across all files and categories. A high hit count with a low score may indicate a very large codebase with isolated AI snippets; a low count with a high score indicates dense, concentrated AI signatures.
HC Hit Rate
High+Critical pattern hits per file, averaged across the repository. This orthogonal signal catches repositories where a few files are densely packed with high-severity AI tells — a strong indicator even when the normalised score appears moderate due to codebase size.
Lines of Code / Files
Total lines and files analysed. The scanner examines 94 file extensions. These denominators are used to normalise the score, enabling fair comparison between repositories of vastly different sizes.

Score History

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.

Severity Breakdown

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.

CRITICAL 0HIGH 1MEDIUM 10LOW 3170

Directory Score Breakdown

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.

Pattern Findings

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.

Over-Commented Block3117 hits · 2596 pts
SeverityFileLineSnippetContext
LOWsource/runtime/Car/CarHud.cpp21COMMENT
LOWsource/runtime/Car/CarState.h21COMMENT
LOWsource/runtime/Car/CarState.h41#include "../Core/Engine.h"COMMENT
LOWsource/runtime/Car/CarEngineSoundSynthesis.h21COMMENT
LOWsource/runtime/Car/CarSimulation.h21COMMENT
LOWsource/runtime/Car/CarSimulation.h41// mesh-based aero inference, 2d silhouette hullCOMMENT
LOWsource/runtime/Car/CarSimulation.h61// projection.COMMENT
LOWsource/runtime/Car/CarSimulation.h81//COMMENT
LOWsource/runtime/Car/CarSimulation.h101// - longitudinal weight transfer from body accelerationCOMMENT
LOWsource/runtime/Car/CarSimulation.h121// - engine torque curve, turbo/wastegate, rev limiterCOMMENT
LOWsource/runtime/Car/CarSimulation.h141// both wheels to the same speed, maximizing traction but causing understeer. lsdCOMMENT
LOWsource/runtime/Car/CarSimulation.h161// drag opposes motion proportional to speed squared and frontal area. downforceCOMMENT
LOWsource/runtime/Car/CarTires.h21COMMENT
LOWsource/runtime/Car/Car.cpp21COMMENT
LOWsource/runtime/Car/CarTireSquealSynthesis.h21COMMENT
LOWsource/runtime/Steam/Steam.cpp21COMMENT
LOWsource/runtime/Core/pch.h21COMMENT
LOWsource/runtime/Core/pch.h41#include <cstdarg>COMMENT
LOWsource/runtime/Core/pch.h61#include "../Math/Ray.h"COMMENT
LOWsource/runtime/Core/Definitions.cpp21COMMENT
LOWsource/runtime/Core/Event.h41==============================================================================================COMMENT
LOWsource/runtime/Core/Window.cpp21COMMENT
LOWsource/runtime/Core/Engine.cpp21COMMENT
LOWsource/runtime/Core/Definitions.h81 static char buf[32] = {};COMMENT
LOWsource/runtime/Core/Definitions.h101#endifCOMMENT
LOWsource/runtime/Core/Definitions.h121#endifCOMMENT
LOWsource/runtime/Core/Definitions.h221#define NOMINMAXCOMMENT
LOWsource/runtime/Memory/Allocator.cpp21COMMENT
LOWsource/runtime/IO/pugiconfig.hpp21// #define PUGIXML_COMPACTCOMMENT
LOWsource/runtime/IO/pugixml.hpp21#include "pugiconfig.hpp"COMMENT
LOWsource/runtime/IO/pugixml.hpp41// Macro for deprecated featuresCOMMENT
LOWsource/runtime/IO/pugixml.hpp61COMMENT
LOWsource/runtime/IO/pugixml.hpp81# define PUGIXML_HAS_MOVECOMMENT
LOWsource/runtime/IO/pugixml.hpp101#endifCOMMENT
LOWsource/runtime/IO/pugixml.hpp121# define PUGIXML_NULL 0COMMENT
LOWsource/runtime/IO/pugixml.hpp1261COMMENT
LOWsource/runtime/RHI/RHI_CommandList.h21COMMENT
LOWsource/runtime/RHI/RHI_Texture.cpp21COMMENT
LOWsource/runtime/RHI/RHI_Shader.h21COMMENT
LOWsource/runtime/RHI/RHI_PipelineState.cpp21COMMENT
LOWsource/runtime/RHI/RHI_Vertex.h21COMMENT
LOWsource/runtime/RHI/RHI_DescriptorSetLayout.cpp21COMMENT
LOWsource/runtime/RHI/RHI_Implementation.h21COMMENT
LOWsource/runtime/RHI/RHI_Implementation.h421 #include "D3D12/D3D12_Utility.h"COMMENT
LOWsource/runtime/RHI/Vulkan/Vulkan_Xr.cpp21COMMENT
LOWsource/runtime/RHI/Vulkan/Vulkan_DescriptorSet.cpp21COMMENT
LOWsource/runtime/RHI/Vulkan/Vulkan_Pipeline.cpp21COMMENT
LOWsource/runtime/RHI/Vulkan/Vulkan_CommandList.cpp21COMMENT
LOWsource/runtime/RHI/Vulkan/Vulkan_SwapChain.cpp21COMMENT
LOWsource/runtime/RHI/Vulkan/Vulkan_Queue.cpp21COMMENT
LOWsource/runtime/RHI/Vulkan/Vulkan_VendorTechnology.cpp21COMMENT
LOWsource/runtime/RHI/Vulkan/Vulkan_Shader.cpp21COMMENT
LOWsource/runtime/RHI/Vulkan/Vulkan_Device.cpp21COMMENT
LOWsource/runtime/RHI/D3D12/D3D12_VendorTechnology.cpp21COMMENT
LOWsource/runtime/RHI/D3D12/D3D12_Queue.cpp21COMMENT
LOW…urce/runtime/RHI/D3D12/D3D12_AccelerationStructure.cpp21COMMENT
LOWsource/runtime/RHI/D3D12/D3D12_SwapChain.cpp21COMMENT
LOWsource/runtime/RHI/D3D12/D3D12_Pipeline.cpp21COMMENT
LOWsource/runtime/RHI/D3D12/D3D12_CommandList.cpp21COMMENT
LOWsource/runtime/RHI/D3D12/D3D12_CommandList.cpp41#include "D3D12_Internal.h"COMMENT
3057 more matches not shown…
Slop Phrases21 hits · 33 pts
SeverityFileLineSnippetContext
LOWsource/editor/GeneralWindows.cpp612 ImGui::PopID(); // Don't forget to Pop!CODE
MEDIUMsource/editor/ImGui/Source/imgui_widgets.cpp7357// Tip: pass a non-visible label (e.g. "##hello") then you can use the space to draw other text or image.COMMENT
MEDIUMthird_party/free_type/freetype/fterrors.h78 * Here is a simple example.COMMENT
MEDIUMthird_party/free_type/freetype/freetype.h1381 * for demonstration purposes.COMMENT
LOWthird_party/free_type/freetype/internal/ftrfork.h35 /* Don't forget to increment the number if you add a new guessing rule. */COMMENT
LOWthird_party/assimp/assimp/cimport.h312 * don't forget to detach it again.COMMENT
LOWthird_party/assimp/assimp/cimport.h324 * don't forget to detach it again.COMMENT
LOWthird_party/assimp/assimp/postprocess.h634 * If you're using DirectX, don't forget to combine this value withCOMMENT
LOWthird_party/assimp/assimp/postprocess.h659 * If you're using DirectX, don't forget to combine this value withCOMMENT
LOWthird_party/assimp/assimp/postprocess.h689 * If you're using DirectX, don't forget to combine this value withCOMMENT
LOW…ird_party/free_image/FreeImage/FreeImage/PluginBMP.cpp1178 // don't forget to write what we already have in the bufferCOMMENT
LOWthird_party/sdl/SDL3/SDL_process.h39 * Don't forget to call SDL_DestroyProcess() to clean up, whether the processCOMMENT
LOWthird_party/vulkan_memory_allocator/vk_mem_alloc.h17261// At the end, don't forget to:COMMENT
LOWthird_party/vulkan_memory_allocator/vk_mem_alloc.h19314// At the end, don't forget to destroy it!COMMENT
LOWthird_party/vulkan_memory_allocator/vk_mem_alloc.h19349// At the end, don't forget to destroy it!COMMENT
LOWthird_party/vulkan_memory_allocator/vk_mem_alloc.h680 To prepare for this possibility, don't forget to add appropriate flags likeCODE
LOWthird_party/vulkan_memory_allocator/vk_mem_alloc.h2734don't forget to free them.CODE
LOWthird_party/vulkan_memory_allocator/vk_mem_alloc.h2781don't forget to free it as well.CODE
LOWthird_party/vulkan_memory_allocator/vk_mem_alloc.h17298Don't forget to destroy your buffer and allocation objects when no longer needed:CODE
LOWthird_party/vulkan_memory_allocator/vk_mem_alloc.h18460If you allocated a new object to be used as the custom pointer, don't forget to delete that object before freeing the alCODE
LOWdata/shaders/amd_fidelity_fx/ffx_spd.h193// [SAMPLER] don't forget to add the define #SPD_LINEAR_SAMPLER :)COMMENT
Verbosity Indicators11 hits · 21 pts
SeverityFileLineSnippetContext
LOWsource/runtime/Resource/Import/ImageImporter.cpp346 else if (bpp == 24) // For 24-bit, we need to check if there's a transparency maskCODE
LOW…rd_party/free_image/FreeImage/FreeImage/PluginJPEG.cpp1448 // Step 2: specify data destination (eg, a file)COMMENT
LOW…rd_party/free_image/FreeImage/FreeImage/PluginJPEG.cpp1452 // Step 3: set parameters for compressionCOMMENT
LOW…rd_party/free_image/FreeImage/FreeImage/PluginJPEG.cpp1574 // Step 5: Start compressorCOMMENT
LOW…rd_party/free_image/FreeImage/FreeImage/PluginJPEG.cpp1578 // Step 6: Write special markersCOMMENT
LOW…rd_party/free_image/FreeImage/FreeImage/PluginJPEG.cpp1584 // Step 7: while (scan lines remain to be written)COMMENT
LOW…rd_party/free_image/FreeImage/FreeImage/PluginJPEG.cpp1696 // Step 8: Finish compressionCOMMENT
LOW…rd_party/free_image/FreeImage/FreeImage/PluginJPEG.cpp1700 // Step 9: release JPEG compression objectCOMMENT
LOW…rd_party/free_image/FreeImage/FreeImage/PluginJPEG.cpp1429 // Step 1: allocate and initialize JPEG compression objectCOMMENT
LOW…rd_party/free_image/FreeImage/FreeImage/PluginJPEG.cpp1548 // Step 4: set qualityCOMMENT
LOWthird_party/renderdoc/renderdoc/replay/shader_types.h536 DOCUMENT(R"(Utility function to check if this variable stores a resource reference directly accessed by a shader.CODE
Structural Annotation Overuse9 hits · 19 pts
SeverityFileLineSnippetContext
LOW…rd_party/free_image/FreeImage/FreeImage/PluginJPEG.cpp1448 // Step 2: specify data destination (eg, a file)COMMENT
LOW…rd_party/free_image/FreeImage/FreeImage/PluginJPEG.cpp1452 // Step 3: set parameters for compressionCOMMENT
LOW…rd_party/free_image/FreeImage/FreeImage/PluginJPEG.cpp1574 // Step 5: Start compressorCOMMENT
LOW…rd_party/free_image/FreeImage/FreeImage/PluginJPEG.cpp1578 // Step 6: Write special markersCOMMENT
LOW…rd_party/free_image/FreeImage/FreeImage/PluginJPEG.cpp1584 // Step 7: while (scan lines remain to be written)COMMENT
LOW…rd_party/free_image/FreeImage/FreeImage/PluginJPEG.cpp1696 // Step 8: Finish compressionCOMMENT
LOW…rd_party/free_image/FreeImage/FreeImage/PluginJPEG.cpp1700 // Step 9: release JPEG compression objectCOMMENT
LOW…rd_party/free_image/FreeImage/FreeImage/PluginJPEG.cpp1429 // Step 1: allocate and initialize JPEG compression objectCOMMENT
LOW…rd_party/free_image/FreeImage/FreeImage/PluginJPEG.cpp1548 // Step 4: set qualityCOMMENT
AI Slop Vocabulary6 hits · 16 pts
SeverityFileLineSnippetContext
MEDIUMsource/runtime/World/Components/SkidMarks.cpp204 // advance, the new edge becomes the start of the next quad for seamless continuityCOMMENT
MEDIUMthird_party/lua/sol/sol.hpp3012 // Definitely 5.0COMMENT
MEDIUM…d_party/free_image/FreeImage/FreeImage/PluginTARGA.cpp387 // not a 2.0 image, try testing if it's a valid TGA anyway (not robust)COMMENT
LOWthird_party/sdl/SDL3/SDL_main_impl.h134 #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.hpp716 // We're not robust to a bad hint, so detect it with extreme prejudiceCOMMENT
MEDIUM…rd_party/vulkan/vulkan/utility/vk_sparse_range_map.hpp717 // TODO: Add bad hint test to make this robust...COMMENT
Fake / Example Data8 hits · 10 pts
SeverityFileLineSnippetContext
LOWsource/editor/ImGui/Source/imgui_demo.cpp7735 ImGui::TextWrapped("Lorem ipsum dolor sit amet");CODE
LOWsource/editor/ImGui/Source/imgui_demo.cpp7735 ImGui::TextWrapped("Lorem ipsum dolor sit amet");CODE
LOWsource/editor/ImGui/Source/imgui_demo.cpp7737 ImGui::Text("Lorem ipsum dolor sit amet");CODE
LOWsource/editor/ImGui/Source/imgui_demo.cpp7737 ImGui::Text("Lorem ipsum dolor sit amet");CODE
LOWsource/editor/ImGui/Source/imgui_demo.cpp9663 ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor iCODE
LOWsource/editor/ImGui/Source/imgui_demo.cpp9663 ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor iCODE
LOWsource/editor/ImGui/Source/imgui_demo.cpp10785 ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt utCODE
LOWsource/editor/ImGui/Source/imgui_demo.cpp10785 ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt utCODE
Synthetic Comment Markers1 hit · 8 pts
SeverityFileLineSnippetContext
HIGHthird_party/vulkan/vulkan/vulkan_layer_settings.hpp17 * This code was generated by Vulkan Configurator 3.4.2COMMENT
Hyper-Verbose Identifiers6 hits · 6 pts
SeverityFileLineSnippetContext
LOWthird_party/vulkan_memory_allocator/vk_mem_alloc.h1545To be used with function vmaBeginDefragmentationPass().CODE
LOWthird_party/vulkan_memory_allocator/vk_mem_alloc.h17213 - Use function vmaImportVulkanFunctionsFromVolk() to fill in the structure #VmaVulkanFunctions.CODE
LOWthird_party/vulkan_memory_allocator/vk_mem_alloc.h17534The easiest way to copy data from a host pointer to an allocation is to use convenience function vmaCopyMemoryToAllocatiCODE
LOWthird_party/vulkan_memory_allocator/vk_mem_alloc.h17563Copy in the other direction - from an allocation to a host pointer can be performed the same way using function vmaCopyACODE
LOWthird_party/vulkan_memory_allocator/vk_mem_alloc.h18011 using default pools with dedicated function vmaCreateBufferWithAlignment().CODE
LOWthird_party/vulkan_memory_allocator/vk_mem_alloc.h18676use special function vmaCreateBufferWithAlignment(), which takes additional parameter `minAlignment`.CODE
Modern AI Meta-Vocabulary1 hit · 3 pts
SeverityFileLineSnippetContext
MEDIUMsource/runtime/Car/CarHud.cpp615 // of being hidden behind it, the transparent window is only used as a layout scaffoldCOMMENT
Self-Referential Comments1 hit · 2 pts
SeverityFileLineSnippetContext
MEDIUMthird_party/vulkan_memory_allocator/vk_mem_alloc.h1690-# Create an instance of the #VmaVulkanFunctions structure.CODE