A hobby rendering and game engine created for testing and experimenting with various rendering techniques. While the project began as a DirectX Raytracing (DXR) experimentation engine, it has evolved into a versatile platform with both D3D12 and Vulkan backends. The focus has shifted toward abstracting graphics APIs, exploring game engine architecture, and experimenting with advanced rendering techniques.
- Graphics Backends:
- Vulkan
- D3D12
- Rendering Techniques:
- Tiled Deferred Rendering
- Normal Mapping
- Parallax Occlusion Mapping
- Physically Based Rendering (PBR) with Image-Based Lighting (IBL)
- Shadow Mapping:
- Cascaded Shadow Maps for Directional Lights
- Omni-Directional Shadows for Point Lights
- Post-Processing Effects:
- Screen Space Ambient Occlusion (SSAO)
- Temporal Anti-Aliasing (TAA)
- Fast Approximate Anti-Aliasing (FXAA)
- Dynamic Lighting:
- Point Lights
- Directional Lights
- Custom Data Structures:
TArray: Custom array containerTString: Custom string containerTBitArray: Custom bit array container
- Screen Space Reflections (SSR)
- Ray-Traced Reflections
- Spotlights
- Local Environment Probes
(Master - Branch) RT Off
(Master - Branch) RT Off
(Cascaded Shadow Maps - Branch) Cascaded Shadow Maps RT Off
(Ray Traced Reflections - Branch) Ray Traced Reflections RT On
(Master - Branch) Profiler RT Off
(Master - Branch) Texture Debugger RT Off
(Master - Branch) In-Game Console RT Off
