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Luz Engine

A Vulkan engine that I'm developing to study and implement modern rendering techniques used by AAA games.

  • Scene hierarchy
  • Asynchronous OBJ model loading
  • Viewport camera with Perspective and Orthographic projections and Fly and Orbit controls
  • Widgets for adjusting Vulkan settings at runtime

Gallery

  • Asynchronous model loading Alt Text

  • Graphics Pipeline configuration at runtime Alt Text

  • Viewport camera with Perspective and Orthographic projections and Fly and Orbit controls Alt Text

  • ImGui and ImGuizmo integration Alt Text

For Linux

This projects uses GLFW library, to compile it under Linux with X11 (like the default Ubuntu 20.04) you will need:

sudo apt-get install xorg-dev

If you are using another window manager (like Wayland) you can check the dependencies here.

Build and Run

git clone --recursive https://github.com/hadryansalles/Luz
cd Luz
mkdir build
cd build
cmake ..
  • GCC or Clang:
make run -j
  • Visual Studio: open build/Luz.sln and compile/run the project Luz.
  • GLFW used to open the application window
  • glm used as the math library
  • ImGui used to make the user interface
  • ImGuizmo used to create 3D gizmos
  • spdlog used as the logging library
  • stb_image used to load image files
  • tiny_obj_loader used to load wavefront .obj files
  • optick used to profile the engine

About

a Vulkan real-time rendering engine (Windows and Linux).

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  • C++ 97.5%
  • CMake 2.0%
  • GLSL 0.5%