Top down shooter | Compute shader | Particle system |
---|---|---|
YOUTUBE LINK ![]() |
YOUTUBE LINK ![]() |
YOUTUBE LINK ![]() |
This repository contains submodules. Make sure to download them after cloning:
git submodule update --init --recursive
The easies way to build is to use Visual Studio (open cmake)
Requires Vulkan SDK
Follow these steps:
- Make sure all the executables are built (ProjectManager.exe in particular)
- Add the following line to the
vulkan-engine\bin\create_symlink.bat
:
mklink /D %~dp0\assets %~dp0\..\assets\assets.cache
This step is optional but must be done to avoid running ProjectManager.exe as administrator. - Execute the batch file
vulkan-engine\bin\create_symlink.bat
. It should create two symlinks in thevulkan-engine\bin
folder: shaders and assets. Asset may not work yet, it's fine. - Run ProjectManager project. If you skipped the editing of the .bat file the ProjectManager must be run as an administrator in order to create the symlink.
- In the ProjectManager select
Project -> Open
and selectvulkan-engine\assets\assets
- Select
Assets -> Export pending assets
to trigger the asset build.
It should produce vulkan-engine\assets\assets.cache
folder with engine-readable assets in it.
Check the assets symlink - it should be pointing to vulkan-engine\assets\assets.cache
folder.
And the shaders symlink must be pointing to vulkan-engine\engine\shaders
.
Now demo projects should run without errors
- Add GPU particles to the Top Down Shooter demo
- Instancing
- GPU Culling
- Bindless textures
- Proper deletion of entities loaded from resource
- export default materials from fbx (with texture paths)
- physics rendering interpolation
- Fix logging, log from multiple threads
- Fix and migrate lighting, decals, shadowmaps to ECS
- Handles for all engine resources
- Use pipelines directly
- Shader reloading
- Multithreaded rendering
- GUI library integration
- Finalize top down shooter demo
- Bitonic sort for particles
- Attractors for GPU Particle demo
- Basic Top Down Shooter demo
- bloom
- Refactored resource and constants binding
- bone attachments
- fix deadlock: resource loading exception during main thread resolve()
- properly handle missing textures
- properly export animations in fbx exporter
- asset database and UI
- export textures
- DDS loading
- optimize tiled lighting or implement clustered
- Image based lighting support
- additional parameters for resource handles (e.g. texture srgb)
- HLSL includes must be included in hash
- FBX mesh export
- fix normal mapping
- New skinning animation system
- Proper alignment of ECS components
- Action puzzle demo
- Add support for singleton components (store in EntityManager by pointer)
- Material resource
- Multithreading, job system
- Async resource loading
- Fix release build settings in cmake
- lambda API for ECS
- PhysX integration
- Rendering of MultiMesh
- Extract assets into a private repo
- FBX physics mesh export
- GameObject file format