Squall's custom Vulkan engine. Which is a RENDERING ONLY engine at the moment.
For those who are interested in graphics programming :) MIT licensed.
Full project download link: https://mega.nz/folder/stgwzQib#ct2EQZm5_w_M53RizRlGHw
If you have hard time running this project, check the SDK Dependency.txt and install necessary SDKs.
Recommended to use the full project link, as there are a few test assets.
Besides refactoring, I also figure out a way to pass material data to the hit group shader.
Now the ray tracing shadow reacts to my material graph system too.
Implementation Details:
https://www.gamedev.net/blogs/entry/2276272-vulkan-bringing-material-data-to-ray-tracing-shader-and-differentiate-them/
Added simple graph system for materials. Feature preview:
https://www.youtube.com/watch?v=0Qi0WXeB2yw
Implementation Details:
https://www.gamedev.net/blogs/entry/2275925-unheard-engine-build-a-material-graph-system-from-scratch/
Brutal test with 13435 draw calls, cost only 2.6 - 3.6 ms with parallel submission!
- Added profile window, release-editor build mode.
- Frustum culling.
- Ray traced occlusion culling. (Experimental)
- Mesh Optimization.
- PrePass Z rendering.
- FPS limiter.
- Memory optimization.
- Parallel command buffer recording.
Implementation Details:
https://www.gamedev.net/blogs/entry/2274699-unheard-engine-preliminary-optimizations/
Not many features in the first version, but covers all basic applications.
- Deferred Rendering Pass (PBR)
- Ray Tracing Shadow
- Lighting Pass
- Skybox Pass
- Motion Vector Pass
- Tone mapping
- Temporal AA
Hopefully this can help all Vulkan learners :)
Implementation Details:
https://gamedev.net/blogs/entry/2274455-unheard-engine-2-months-journey-of-vulkan-learning/