Inexor vulkan-renderer¶
A new and modern 3D game engine for Linux and Windows using C++20 and Vulkan API 1.3 in early development.
Documentation¶
- Getting Started
- Engine Overview
- General
- Development
- Debugging
- C++ Code Design and Style
- Modern C++ for Vulkan API
- Command Pools and Command Bufers
- Error Handling with Exceptions
- Dynamic Rendering
- Resource Descriptor Management
- Graphics Pipeline Management
- Swapchain Management
- Vulkan Synchronization: Fences and Semaphores
- Vulkan Synchronization: Pipeline Barriers and Events
- Vulkan Synchronization: Timeline Semaphores
- Shader Management
- Texture Management and Compressed Image Formats
- Shader Reflection with SPIRV-Cross
- Vulkan Memory Allocator (VMA)
- Loading Vulkan with volk meta-loader
- Octree
- glTF2 Models
- Entity Component System (ECS)
- Miscellaneous
- Frequently Asked Questions
- What is Inexor?
- How to build?
- Which platforms are supported?
- What is the current state of the project?
- How is Inexor organized?
- How to contact us?
- What is Vulkan API?
- Why is Vulkan API the future?
- Can you explain Vulkan API in simple terms?
- How difficult is development with Vulkan API?
- Does my graphics card support Vulkan API?
- Will you support other rendering APIs?
- Is Vulkan API restricted to any operating system?
- Which graphics cards do you use for testing the engine?
- C++ Code Documentation
- Helpful Links
- How to Contribute
- Changelog
- MIT License
- Contact