Zeckoxe Engine is a 2D/3D renderer implemented in Vulkan®
The code is licensed under MIT. Feel free to use it for whatever purpose.
The rendering backend is completely focused on Vulkan, however the Engine greatly simplifies the most painful points of writing Vulkan.
- KHR Ray Tracing
- Entity Component System
- Memory allocator (VMA)
- Physically-Based Rendering
- Instancing, Indirect drawing
- Tessellation (Phong, PN Triangles, and Displacement Mapping)
- Post-AA (FXAA, SMAA and TAA)
- Vulkan GLSL for shaders, shaders are compiled in runtime with shaderc
- Multithreaded rendering
- GLTF 2.0
Example | Screenshot | Description |
---|---|---|
Clear Screen | This example shows how to configure the device and clear the color. | |
Triangle | This example shows how to render simple triangle. | |
Transformations | We will transform the world space for each object (the two cubes) using transformation matrices. | |
LoadGLTF | Load GLTF 3D Model. | |
LoadTexture | Loads a 2D texture from disk (including all mip levels), uses staging to upload it into video memory. |
- Granite (https://github.com/Themaister/Granite)
- Vulkan examples from Sascha Willems (https://github.com/SaschaWillems/Vulkan)
- Vortice.Vulkan (https://github.com/amerkoleci/Vortice.Vulkan)
- SharpGLTF (https://github.com/vpenades/SharpGLTF)
- DefaultEcs (https://github.com/Doraku/DefaultEcs)