Vulkan render lab for real-time planet-scale scenes
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This project is a Vulkan-based rendering lab focused on creating large-scale, real-time planet scenes. It implements advanced techniques like physically based rendering, deferred rendering, and various post-processing effects, targeting developers interested in Vulkan and large-scene rendering.
How It Works
The project utilizes a scene graph similar to Unity, organizing rendering work with a frame graph and triple-ring swapchain. It features a sophisticated two-level memory management system for Vulkan buffers and images, optimizing resource allocation and avoiding per-frame descriptor set updates by using offsets. Materials are structured with four descriptor sets (global, per-frame, per-object, per-material) and employ indirect drawing for efficient rendering of multiple objects and material instances.
Quick Start & Requirements
cmake . -G "Visual Studio [version] Win64"
and build.Highlighted Details
Maintenance & Community
Licensing & Compatibility
Limitations & Caveats
The project is Windows-only and was last updated in May 2020, suggesting potential for outdated practices or unaddressed issues. The license is not specified, which may impact commercial adoption.
4 years ago
Inactive