angelocarly / akai

Generative art graphics engine

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Akai

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Generative art graphics engine using ash.

Architecture

Akai currently contains two nondistinct layers.

  • Vulkan wrapper code
  • Engine management code

The engine management code (searching for a name) is the interface for the end user. This contains the high level rendering bindings. The management layer uses the Vulkan layer for convenience. It is not the intention to allow the end user to access ash/vulkan objects immediately.

There now is enough Vulkan logic to run some simple rendering applications, see examples. But for further development it will be useful to have a simple high level abstraction the end user can utilize. Current development will focus on that.

Planned features

  • CI tests using swiftshader. Possibly using vulkanci.
  • A simple GUI library. For example with imgui-rs-vulkan-renderer.
  • An integrated deferred rendering system.
    • Could be an interesting way to easily add lighting to generative art, as lighting computations are done in a separate pass.

Building & running

Make sure you have the Vulkan SDK installed.
Then build akai:

git clone https://github.com/angelocarly/akai.git
cd akai
cargo run --example compute-pipeline

Libraries

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Generative art graphics engine

License:GNU General Public License v3.0


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