Incenerate - Vulkan based renderer - DEPRECATED new version here(https://github.com/AdamFull/Incenerate-Engine/tree/main)
I started this project for improve my skills in c++ and graphics technologies. I working in game development, but my duties do not include work with graphics in low level. In this project i developing render system based on OpenGL and Vulkan API. I don't think that i can call it as "engine", because it includes only graphics rendering. In future i'll add more features, and this "engine" will become to GLTF scene editor/renderer. "Engine" support only one mesh format(GLTF), and three formats for textures(KTX, KTX2(basisu), DDS).
Must read resource: https://vulkan-tutorial.com/ and code from this tutorial https://github.com/Overv/VulkanTutorial
Repository with hello triangle example from previous resource but using Vulkan hpp: https://github.com/bwasty/vulkan-tutorial-hpp
Vulkan engine implementation with explanation on youtube: https://www.youtube.com/watch?v=lr93-_cC8v4&t=1s&ab_channel=BrendanGalea and repo https://github.com/blurrypiano/littleVulkanEngine
SachaWilliems examples. To really hard, explore it after previous resources: https://github.com/SaschaWillems/Vulkan
Vulkan programming guide book. To consolidate the material and study the subtleties of working with Vulkan.
Game engine architecture. Goog book for creating not bad game engine architecture.
- Vulkan API 1.3+
- OpenGL 3+
- ImGui integration
- GLTF support
- KTX support
- KTX2 support
- DDS support
- Deferred shading
- All light types (Directional light, point light spot light)
- HDR
- Bloom
- PBR(UE4)
- IBL
- Compute shaders
- Multithreading
- Multisampling
- Dynamic directional shadows(for spot light, max 15)
- Omni shadows (single pass, max 16)
- Cascade shadows(Only for directional, max 1)
- Realtime reflections
- Instancing
- Tescellation
- SSAO
- Parallax mapping
- Global illumination