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Build (CMake - Windows)

Requirements

  • Graphics card with RTX and Shader Model 6_6 support.
  • Windows SDK 10.0.20348 or higher (configure using the Visual Studio Installer).

Instructions

Clone this repository using git clone --recursive https://github.com/nicovanbentum/Raekor.git

NOTE: If the path to the repository contains any whitespace the shaders will fail to compile.

  • Run cmake -B Build from the root of the repository. This can take a while as it builds everything, there are no pre-built binaries.

  • Build using the generated Solution.sln visual studio solution inside of the newly created Build folder.

Engine

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  • Simple Job System
  • Simple CVar system
  • JoltPhysics Integration
  • Hotloadable C++ scripts (WIP)
  • Skinning & Animation
  • Custom Scene Format
    • GLTF / FBX / OBJ import (cgltf, ufbx, assimp)
    • RTTI-based Serialisation
    • Entity Component System
    • Multi-threaded Asset Loading
  • A scene editor using ImGui that can transform objects, adjust materials, merge scenes, create sequences..

Renderer

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Basic RenderGraph architecture (automatically creates resource views and handles resource barriers) on top of DirectX 12. Heavily relies on shader model 6_6 bindless. Lots of ray tracing. Implements an editor, so can edit the scene in real-time. The rendergraph currently features:

  • Compute Skinning Pass
  • Geometry Buffer Pass
  • Path Trace Pass (For comparisons)
  • Ray Traced Shadows (denoiser WIP)
  • Ray Traced Ambient Occlusion (denoiser WIP)
  • Ray Traced Reflections (denoiser WIP)
  • Ray Traced Irradiance Probes (DDGI)
  • Deferred Shading
  • TAA / FSR2 / DLSS / XeSS
  • Post Processing

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