This engine is a small hobby rendering/game engine created for testing different rendering techniques. The name may suggest that this is only for DXR, and that is how it started. However, it has evolved into more than that. Now it has more focus on abstracting D3D12 and testing game-engine architecture techniques. Maybe I change the name in the future, perhaps not.
Current:
- FXAA
- Tiled Deferred Rendering
- Normal mapping
- Parallax Occlusion Mapping
- Physically Based Rendering with Image-Based Lightning
- Shadow Mapping
- Dynamic lights (Point-Lights, Directional-Lights, both with shadow support)
- SSAO
Planed:
- Vulkan backend
- Screen Space Reflections
- Cascaded Shadow-maps
- Ray-Traced reflections
- TAA
- Spotlights
- Local Environment Probes
(Master - Branch) RT Off (Master - Branch) RT Off (Cascaded Shadow Maps - Branch) Cascaded Shadow Maps RT Off (Ray Traced Reflections - Branch) Ray Traced Reflections RT On (Master - Branch) Profiler RT Off (Master - Branch) Texture Debugger RT Off (Master - Branch) In-Game Console RT Off