Vulkan Experimental is a rendering project intended to teach myself not just how Vulkan works compared to DirectX, but also how a game engine is actually structured. This project implements several features found in modern graphics renderers and game engines. The project remains open-source under MIT. Despite this, this is not an open project and is intended for learning purposes.
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GLTF and KTX2 support
Dragging and dropping a GLTF or GLB while the application is running will restart it to load a different scene, supports all base GLTF functions, but only supports KTX2 extensions.
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Full PBR rendering
Vulkan experimental implements Epic's split sum approximation as described by LearnOpenGL.
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Shadowcasting
Objects will cast shadows on the scene and onto themselves.
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IMGUI debugging GUI, automatically populated by the CVAR class.
