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