This is a 3D realtime rendering framework written in rust using the Vulkan API.
Only supports graphic subpasses
It currently supports multiple subpasses and render passes as long as they do not depend on each other. I am currently rewriting that part of the code to support subpass and renderpass dependencies.
- Generating the
SubpassPiplineStates using the frame graph currently being developped - Adding support for instanced meshes
- Adding support for Compute operations
- Reducing the ammount of boilerplate required for a basic application
- Adding support for hardware Ray Tracing