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:

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.
- Vulkan All Shaders are written in glsl.
- 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

