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Current it does not have a name. I should probably come up with one at some point.

This Engine is a hobby project. I'm using it to learn but also as a showcase. Mostly to learn about the techniques themselves instead of a performance view point. Some things could be redone. My vulkan wrapper to help with vulkan is a few projects old and some even remains from when I was first learning vulkan, so it could do with a rewrite following the best practices.

Engine Screenshot Using Sponza: The Engine in its current state

Performance

Currently performance is a concern. Running at about 300FPS with Approx. 500 draw calls. Performance could be improved by multi-threading the recording of command lists. Currently the whole engine is single threaded which is very inefficient and barely uses the CPU or the GPU effectively.

Though perfomance is not a massive concern as this engine is more for learning. It would be nice to be able to run at good framerates and maybe use it for hobby projects.

Current Backends:

  • Vulkan All Shaders are written in glsl.

Features:

  • Deferred Rendering
  • Post Process Stack
    • FXAA
    • Fog
    • Chromatic Aberration
    • Film Grain
    • TAA
  • Physically Based Lighting - Still Also work in Progress as well.
    • Diffuse Irradiance. - Can be captured using the scene but its a bit buggy at the moment.
  • Light Casters
    • Directional Light
  • Scene System
  • Component System
  • Cascade shadow maps - Resolved in its own pass and applied in screen space during lighting pass
  • Custom Model format
  • CPU Frustum Culling
  • Light Probes - Only Diffuse Irradiance at the moment.
  • SSAO - Using FidelityFX CACAO
  • Bloom - Uses a Downsampling and Upsampling blur instead of threshold and guassian blur

Old Images

Progress as of August 6th 2022: Current Progress Of the engine on August 6th 2022

and a bit earlier on August 4th 2022: Current Progress Of the engine on August 4th 2022

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A Small 3D Engine used to practice and learn.

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