A C++ game engine made using the Vulkan graphics API.
- PBR lighting from HDRI images, rendering all the necessary maps/LUTs at program startup
- PBR lighting from point lights
- Shadow mapping
- Multisampling
- Instrumented for profiling using Tracy
- Dear ImGui support for debugging
- Create materials with arbitrary descriptors by only modifying _load_materials.txt.
- PhysX physics implemented
- Simple audio playback
- Cache assets for faster startup
- Skeletal animation
Furniture and ground lit by an HDRI
- SSAO
- Frustum culling
- Occlusion culling
- Particle system