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Work in progress 3D game engine with Rust and wgpu.

image ^ drawing 10k lamp posts at 70fps; 53m triangles per frame / 3.8b per second

Features

  • skeletal animation
    • animation evaluation jobs executed on worker threads
    • simple anim graph with states/transitions + blending
    • no root movement, blend masks, events, etc...
    • animating submeshes that aren't part of a skeleton is planned
  • asset streaming
    • separate io worker pool
    • refcounted handles owned by game thread
    • eviction not yet implemented
  • gltf import
    • .gltf and .glb files
    • primitive
      • mode (primitive topology) missing
        • winding order
      • targets (morph targets) missing
      • primitive attributes
        • only one each of JOINTS and WEIGHTS supported
        • no vertex colors
    • node
      • cameras, lights not planned
    • scene: only renders the root scene
    • extensions: no extensions planned
  • importing equirectangular .hdr radiance maps (projected onto a rgba16f cubemap)
  • baking mipmaps
  • textures using dds with block compression
  • screen space skyboxes
  • physically based rendering (PBR) along with image based lighting (IBL)
    • analytical lights: just directional for now
    • image based diffuse irradiance
    • split sum specular approximation (prefiltered env map calculated at import time, BRDF LUT read from a png)
  • normal mapping (with world-space lighting)
  • HDR (needs some improvement with physical units)
  • 4x MSAA
  • some basic camera movements for looking around with lmb drag and scroll

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