A graphics engine with Vulkan

I worked on this project for 3-4 months, in the fall of 2017. My goal was to explore some areas of real-time graphics while practicing C++ and GPU programming. The main focus was to touch as many topics in graphics as I could, without going into too much detail. I think this can be noticed easily from the video below. There are lots of features, none of them has production quality, most of them is buggy, looks strange and unfinished. I didn’t spend time on optimization, just tried to implement some features, ideas I found interesting. Overall, it was a great learning experience. Here is the link to the github repo.

Important: There is an enormous bug in the video: the normal vectors of the terrain are all equal to (0, 1, 0). This bug was just the result of a line, that should have been deleted. I’m sorry for that.

In the links below I briefly review the features, decisions, and how I see them now, one and a half year later. Yes, it wasn’t that long ago.