PRE-ALPHA game engine

Overview

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  • Project Setup
  • Window
  • Vulkan Setup
  • Vulkan Instance
  • Vulkan Validation Layers
  • Vulkan Physical Device
  • Vulkan Logical Device
  • Vulkan Surface
  • Vulkan Swapchain
  • Vulkan Image Views
  • Vulkan Graphics Pipeline
  • Vulkan Render Pass
  • Vulkan Framebuffers
  • Vulkan Command Pool
  • Vulkan Command Buffers
  • Vulkan Semaphores
  • Vulkan Fences
  • Vulkan Vertex Buffer
  • Vulkan Index Buffer
  • Vulkan Uniform Buffers
  • Vulkan Descriptor Sets
  • Vulkan Texture Image
  • Vulkan Texture Mapping
  • Vulkan Depth Buffering
  • Vulkan Model Loading
  • Vulkan Mipmapping
  • Vulkan Multisampling
  • Vulkan Push Constants
  • Vulkan Recycling Command Buffers
  • Vulkan Secondary Command Buffers
  • Library standalone
  • Coordinate System
  • Camera
  • Inputs
  • Asset Manager
  • Serialization & Deserialization
  • Bikeshedding
  • Loading Mesh
  • Loading Model
  • Input Multithreading
  • Ambient Lighting
  • Diffuse Lighting
  • Specular Lighting
  • Phong Lighting
  • Multiple Lights
  • Emissive Textures
  • Model Textures
  • Depth Testing
  • Stencil Testing
  • Blending
  • Face Culling
  • Cubemaps
  • Skybox
  • Setup world environment playground
  • Client Server Architecture
  • Multiplayer
  • Hotkey Register
  • Audio
  • Text Rendering
  • Geometry Shader
  • Instancing
  • Anti Aliasing
  • Advanced Lighting
  • Gamma Correction
  • Shadows
  • Normal Mapping
  • Parallax Mapping
  • HDR
  • Bloom
  • Deferred Shading
  • SSAO
  • PBR (Physically Based Rendering)
  • Equirectangular Environment Mapping
  • Irradiance Convolution
  • Prefilter Environment Map
  • BRDF Lookup Texture
  • Test laboratory
  • Asset allocator
  • Loading screen
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