#daxa-renderer

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misty merlin
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daxa-renderer is my newest project. Before that my project were Arise Engine(OpenGL) and Stellar Engine(Vulkan).
First it started around September with Arise Engine which ended because of lack of my C++ and I found OpenGL annoying in some aspects after a while I found out about Vulkan so I followed Brendan Galea tutorial and Stellar Engine began(November). I added offscreen rendering but when adding viewport I had problem with imgui since It didn't have good image support so I was getting validation layer errors so I gave up and took break. And in April added fixed viewport, shaderc, gltf loading, deffered rendering and IBL. When adding IBL I found that I need some serious abstraction but that would require rewrite almost of everything and that time daxa was in good shape.
So I am here starting new project from scratch. But this time I want actually learn math and how stuff works without copying code. I added ECS, Scene serialization for scene loading, gltf loading(soon I will port to fastgltf). I have basic forward rendering with PBR and IBL but I will go back to learn.
https://github.com/lukasino1214/daxa-renderer

GitHub

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My old Arise Engine in OpenGL

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Stellar Engine

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@astral canyon @restive kelp As I promised

astral canyon
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๐Ÿ˜ณ

misty merlin
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๐Ÿ˜ˆ

restive kelp
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noice

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you have more stuff to show for than i do ๐Ÿ˜„

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so daxa-renderer will just use daxa as the engine?

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and you build your thing around it?

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or are you reinventing daxa under a new name? ๐Ÿ™‚

misty merlin
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daxa-renderer is just temporary name. I am not good with creating names

restive kelp
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makes sense

shy flume
restive kelp
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will it be just some editor thingy or some possible game?

misty merlin
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Right now I am thinking how I would make modular system for my rendering with different options

misty merlin
astral canyon
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lukas did all the work

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daxa is just a vulkan abstraction to make the shitty stuff from vulkan nice

misty merlin
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๐Ÿ‘†

restive kelp
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ah