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hyper

Making myself a little Vulkan Engine using C++.
I named it hyper because I want to make a fast-ish engine (probably not how it'll turn out haha).

Progress

I want to completely understand how the whole vulkan graphics pipeline works, so I will not be using any tools such as vk-bootstrap.

  • Graphics Pipeline
  • Shader Setup
  • Buffer Setup
  • Extras
  • Window Creation
  • Shader Compile
  • Framebuffer Setup
  • Texture Loading
  • Instance Creation
  • Shader Object Creation
  • Command Buffer Setup
  • GLTF Loading
  • Debug Messenger Creation
  • Compute Shader Pipeline
  • Vertex & Index Buffer Creation
  • Mesh System
  • Surface Creation
  • Descriptor Layout/Pool Creation
  • Asset System
  • Physical Device Picked
  • Multithreading
  • Logical Device Creation
  • Raytracing (maybe)
  • Queue Setup
  • Swapchain Setup

Tools used

I am using:

  • GLFW for window creation
  • Vulkan-Hpp as a C++ wrapper for the vulkan API

Learning Resources used

Building

You can build this on Windows using the included Visual Studio 2022 solution.
I plan to one day learn CMake or Premake, but until then, Windows FTW
Builds may be found here sometimes, but I probably won't upload them too often until I am way later in development.

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Mini Vulkan Engine for testing

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