Yave
CLUSEK-RT
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Yave
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Abstraction arround CommandBuffers and Queues
Yes
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Rendering Mip Levels of Image
Alternatively, you can create a view per mip and use a compute shader to compute the whole cube at once. This is what I have been doing
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Need help with a post processing shader
IIRC OpenGL clip space depth is in [-1, 1], so it needs to be remapped too. This code is derived from my own Vulkan codebase, and I haven't used OpenGL in a long time, so this may be wrong.
CLUSEK-RT
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A month ago I started my new game engine. This time on Vulkan API and a lot of people here on /r/vulkan/ liked it. It's time for the first version without graphics, but with other goodies (reflection system, logger, etc.).
If you are interested in more information, then here is a link to the article where I describe implementation details of the first version of the engine. If you don't like technical articles, but you like code, then here is a source code.
What are some alternatives?
liblava - Modern and easy-to-use library for Vulkan
path-tracer - A physically-based Monte Carlo Path Tracer (Ray Tracer) from scratch
Lupine - Game Engine Trial
FlaxEngine - Flax Engine – multi-platform 3D game engine
paradigm - C++20 Vulkan and GLes rendering engine
Vulkanator - An Adobe After Effects sample project with Vulkan GPU acceleration
tinyraytracer - A brief computer graphics / rendering course
tinyrenderer - A brief computer graphics / rendering course
scop_vulkan - A 3D model viewer written C++20 and Vulkan
Cinder - Cross-platform, modular, extendable ray-tracer.
tiny_csg - tiny_csg is a C++ library that generates meshes from brush-based level data and supports incremental updates (real-time CSG). It is intended to be used as a backend in 3d level editors and/or generators.
nvk - Vulkan API for JavaScript/TypeScript