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6.0 2.0 0.0 18.85 MB

game made on top of custom vulkan engine

License: GNU General Public License v3.0

CMake 0.52% GLSL 6.79% Batchfile 0.26% C++ 92.19% Shell 0.21% Python 0.04%
vulkan gltf2

vvne's Introduction

vvne

Project aims to recreate a very inspiring muv luv gif using subset of c++, SDL and vulkan.

Current preview (still a veeeery long road ahead) status preview image

Features

  • Handmade gltf2.0 glb model importer (nodes, animations, skinning)
  • Integrated imgui
  • Support for both windows (mingw) and linux
  • Custom memory allocators (host and device)
  • PBR with IBL (huge thanks to Sascha Willems vulkan examples and https://learnopengl.com/PBR/Theory)
  • Signed distance field font rendering
  • Multithreaded rendering / job system
  • Cascaded shadow mapping

TODO - engine

short distance goals:

  • Shader preloading and reuse
  • Particle system (engine boost effect)

long distance goals:

  • Editor for level design
  • Global illumination (got to understand spherical harmonics and light probes first)
  • Occluders (AABB trees)
  • Parallelized pipeline creation (postponed since now it takes ~50ms in non-parallel form)

TODO - game

short distance goals:

  • Small AI horde patrol throughout level
  • Maintenence create drop call
  • Shooting and melee
  • Height calculation rework

long distance goals:

  • AI combat
  • better model and animations (while only using keyframes from glb)

Dependencies

  • GCC at least 8.1 (to support C++2a)
  • SDL2 (any version with SDL_vulkan header)
  • lunarg vulkan sdk

How to build?

  1. Change include paths inside CMakeLists.txt to suit development environment
  2. Change dll paths for SDL and vulkan
  3. Change glslangvalidator inside 'shaders/make_shaders.bat/.sh'
  4. Install 'hashlib' library for python in use
  5. use scripts for shaders, cmake for game
  6. run binaries inside 'bin' folder

vvne's People

Contributors

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Stargazers

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Watchers

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vvne's Issues

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