After four long months (and a break), I finally finished rewriting my renderer for my game engine using Vulkan!!!
I tried to make the rewrite effort only focus on features the old wgpu renderer had, but to stay motiviated I HAD to add some cool features. The most notable one being Clustered Forward Rendering and bindless rendering.
Bindless is awesome, I will never do it any other way, its so simple to write things, it made my render graph api simpler- just *chefs kiss*
The first screenshot is showing shadows from directional lights (PCSS), point lights (PCF), and spot lights (PCF). The second screenshot is showing the sprite renderer with an egui (immediate mode ui) debug menu!
Next I want to add more cool rendering things like MSAA, maybe SMAA as well, then bend's screen space shadows, the list is never ending
but I'm having a lot of fun!
#rust #vulkan #gameengine