HellTech Engine
An WIP exploration of the modern rendering landscape with Vulkan 1.2+ and DX12 on Windows.
REQUIREMENTS:
- Win10+
- Vulkan1.2+
- DX12 ( with sm6.6 support )
- dedicated GPU ( ?, prefferably NV )
DEPENDENCIES :
- meshoptimizer
- cgltf
- spng
- SPIRV-Reflect
- Dear ImGui
- DirectXShaderCompiler ( comes with Win10SDK )
POINTS OF INTEREST ( WIP ):
- custom binary file format + asset compiler
- instance culling ( frustum + occlusion )
- meshlet culling ( frustum + occlusion )
- occlusion culling via HiZ buffer
- merge the triangles of the surviving meshlets into one index buffer
- 3 bytes tanget frames
- resource access in shaders relies on bindless or BDAs ( sometimes push descriptors too )