A cross-platform rendering engine built with Vulkan.
- Supports Windows and macOS
- GPU-driven rendering
- Vulkan raytracing support
- User interface with ImGui
- GLTF loading
- Gamepad Support
- Basic Scene system
- Slot pools with generational handles for data management
- Geometry
- Single Vertex and Index buffer
- Bottom-Level AS management with a single backing buffer
- Per-geometry batched instanced rendering
- Textures
- Materials
- Top-Level AS Management
- Compute-based data updates using the existing instance data
- Used for shadows, ambient occlusion and object selection
- Rendering techniques
- Deferred shading
- Screen-space and raytraced ambient occlusion
- PBR Lighting
- Raytraced shadows
- Anti-aliasing (FXAA)
- Rayleigh-Mie Procedural Sky
- Directional Light
- Multiple lights, Runtime editing via UI
- Frustum Culling
- Debug Shader for AABB visualization
- [WIP] Dual Kawase blur bloom for emissive materials.
- [WIP] Pure Raytracing with shadows and reflections
- Toy voxel terrain generator for test scenes
