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uhe's Introduction

UnheardEngine

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.

2023-06-26: Refactoring material data.

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/

2023-04-22: Adding material graph system.

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/

2022-12-09: Preliminary Optimization.

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/

2022-11-20: The first version.

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/

uhe's People

Contributors

easyjellysniper avatar

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