- Vulkan 1.4 Hybrid CPU/GPU-Driven forward renderer
- GPUAddress table enables a 100% bindless indirect buffer system
- Batched indirect instancing via
vkCmdDrawIndexedIndirect - Descriptor indexing (bindless rendering)
- PBR + IBL: Cook–Torrance GGX with Disney diffuse; split-sum IBL (prefiltered spec + BRDF LUT, irradiance)
- GLTF asset pipeline enabled (kinda) with multithreading (EnkiTS)
- AABB BVH culling and OBB visual debug
- Transparent depth sorting
- ImGui debugging tools
- MSAA (up to 8x)
- Cascaded shadow mapping
- GTAO
- SSAO
- Ray marched volumetric lights
- Tonemapping (ACES Film)
- Push descriptors
- HI-Z Generation (Depth mip pyramid)
- Lens Flare
- Chromatic Aberration
- Mesh optimizer
-Render graph -SDL2 integration and platform layer -Better asset management (dynamic asset loading, resource handling) -KTX texture format -Full compute async -Proper multithreading (texture loading, cmd recording) -Occlusion culling -GPU frustum culling -GPU batching and sorting -Clustered/Forward+ shading
W A S D‐ Move forward, left, back, rightSpace‐ Move upCtrl‐ Move downMouse (Left Click + Move)‐ Look aroundR‐ Reset camera to spawn/originTab‐ Toggle ImGui editor settingP‐ Toggle rendering statsEsc‐ Exit application
- Windows 10+
- Vulkan SDK (1.4+)
- Visual Studio 2022
Open project file in visual studio 2022 Cmake to be utilized in future, doesn't currently work.
For Bistro asset https://www.dropbox.com/scl/fi/aozfte8k1aewhpl7omx3r/Bistro.glb?rlkey=wmy6ep2yezcs77bidxwqeeiec&e=1&st=pxnwxvpe&dl=0




