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hyper

Making myself a little Vulkan Engine using C++.
I named it hyper because I want to make a fast-ish engine (probably not how it'll turn out haha).

Progress

I want to completely understand how the whole vulkan graphics pipeline works, so I will not be using any tools such as vk-bootstrap.

  • Vulkan Initialisation
  • The Interesting Stuff
  • Extras
  • Window Creation
  • ShaderEXT Creation
  • Deferred Rendering
  • Instance Creation
  • Eradication of Pipelines
  • Asset System
  • Extension Setup
  • Buffer Class
  • Multiple Shader Setup
  • Device Handling
  • Image Class
  • Post-Processing
  • Queues
  • Mesh Class
  • Material System
  • Swapchain
  • Compute Shaders
  • Raytracing (maybe)
  • Buffers
  • ImGUI Implementation
  • Meshlet Rendering (maybe)
  • Textures
  • Instancing
  • GLTF Loading
  • Multithreading
  • Mipmaps

Tools used

I am using:

Learning Resources used

Building

You can build this on Windows using the included Visual Studio 2022 solution.
I plan to one day learn CMake or Premake, but until then, Windows FTW
Builds may be found here sometimes, but I probably won't upload them too often until I am way later in development.

Licenses from the tools used

It's probably a good idea to put the licenses of the tools used in this project here.
All code produced is under the GPL-3.0 License, except for the projects listed below:

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Mini Vulkan Engine for testing

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