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VulkanRenderer

C++17 Game Engine built on top of the Vulkan Graphics API

Used as a testing ground for learning various software techniques and solutions for engineering problems.

Undergone heavy revision since July 2017 and is still under construction.

Major Features

  • Terrain Renderer, Heightmap based with automatic level of detail adjustment using a Quadtree and memory pool for quick allocation.
  • Procedural Noise Texture Generator, Visual node graph using the FastNoiseSIMD library. An easy to use tool for creating custom procedural terrain. Implements saving and loading with json files. Uses Dear-ImGUI
  • Windows and Linux Support, Cross platform.
  • Multitasking System, (WIP) Thread pool based tasking system that enables task based multithreading of various jobs.
  • Frame Graph, (WIP) Takes all rendering operations and resources and abstracts into a single graph, enabling simpler code and reasoning about how a frame is rendered.

Build Process

Requirements: C++17 Compiler, CMake 3.11, Vulkan 1.1 SDK

git clone https://github.com/cdgiessen/VulkanRenderer
mkdir build
cd build
cmake ../VulkanRenderer

Screenshots

General view from a landscape

Visual Node Graph Example

Terrain Renderer in wireframe mode to show LOD

Plans

I plan to include the aforementioned Multitasking system and Frame Graph as well as the following:

  • Depth Prepass
  • Forward+ lighting
  • Shader creator - allowing easy shader creation
  • glTF model loading
  • Terrain scatter/futher terrain details
  • Procedural Sky Shader
  • Integrate Bullet Physics