/edbr

Elias Daler's Bikeshed Renderer (Vulkan renderer/game engine)

Primary LanguageC++

EDBR - Elias Daler's Bikeshed Renderer

This project initially started for learning Vulkan but quickly grew into a full-fledged game engine with which I write my games with.

This is a monorepo and contains both the engine (in edbr directory) and various games/test projects (in games directory).

The article which explains some implementation details: https://edw.is/learning-vulkan/

Playable demo of cat adventure game: https://eliasdaler.itch.io/project-mtp-dev

Build dependencies

  • Vulkan SDK
  • CMake 3.21+
  • Linux: whatever SDL2 needs

License and contributions

This is a "source available" repository and not open source (yet). Feel free to look around and use code for inspiration. When the time comes, I might release this under a more friendly open source license (possibly even public domain).

Feel free to open issues if something doesn't work.

Sorry, but I currently won't accept any PRs until the project has a real license. It might be hard to re-license it later with external contributions.

Current progress

dev_tools

dialogue

burger_joint

gameplay_latest.mp4

Features

  • glTF scene loading
  • Basic PBR lighting (no IBL) - support for normal, metallic/roughness maps and emissive textures
  • Frustum culling
  • Compute skinning + skeletal animation
  • Exponential fog
  • MSAA
  • Bindless textures and samplers (via descriptor indexing)
  • Directional, point and spot lights
  • Cascaded shadow maps
  • Efficient sprite and rect drawing (using batching)
  • Text drawing with UTF-8 support
  • Custom Dear ImGui backend with sRGB and bindless texture support
  • Sound via OpenAL-soft
  • ogg music playback
  • Jolt Physics integration
  • UI system with auto-layout, auto-resize and pixel perfect drawing support

Vulkan usage

  • Vulkan 1.3
  • No render passes used, everything is dynamic rendering
  • Bindless textures (aka descriptor indexing)
  • Using Vulkan Memory Allocator, volk and vk-bootstrap to make the code simpler

Dev mode

To enable dev mode (dev tools, etc.) set EDBR_SOURCE_ROOT env variable to where the cloned repository is or pass --dev flag when launching a game.