A Vulkan engine that I'm developing to study and implement modern rendering techniques used by AAA games.
- Deferred Rendering
- Real-time ray traced shadows and ambient occlusion
- PBR Shading with metallic, roughness, normal, ambient occlusion and emission
- Vulkan bindless resources
- Scene hierarchy
- Asynchronous glTF and OBJ model loading
- Viewport camera with Perspective and Orthographic projections and Fly and Orbit controls
- Widgets for adjusting Vulkan settings at runtime
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Deferred Rendering (Light, Albedo, Normal, Material, Emissive and Depth)

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Ray traced shadows and ambient occlusion

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PBR Shading and glTF models

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Textures drag and drop

- A GPU that supports VK_KHR_ray_query extension (list of supported GPUs)
- C++17 compiler. Tested with
Visual Studio 2019,ClangandGCC - CMake 3.7 or higher
- Vulkan SDK
This projects uses GLFW library, to compile it under Linux with X11 (like the default Ubuntu 20.04) you will need:
sudo apt-get install xorg-devIf you are using another window manager (like Wayland) you can check the dependencies here.
git clone --recursive https://github.com/hadryansalles/Luz
cd Luz
mkdir build
cd build
cmake ..- GCC or Clang:
make run -j- Visual Studio: open
build/Luz.slnand compile/run the projectLuz.