It is inspired by Michael Drobot's SIGGRAPH 2020 talk: VRS allows rendering parts of the render target at different resolution based on the auto-generated VRS map, thus achieving higher performance with minimal quality loss. This way we have a better looking test scene with St. We added Variable Rate Shading to the Visibility Buffer OIT example test 15a. Please find a link and credits for all open-source packages used at the end of this readme. Various implementations of high-end Graphics Effects as shown in the unit tests below.There is a Wiki page on The Forge Shading Language Shader Translator using a superset of HLSL as the shader language, called The Forge Shading Language.UI system based on Dear imGui extended for touch input devices.Cross-platform FileSystem C API, supporting disk-based files, memory streams, and files in zip archives.Fast Entity Component System based on flecs.Input system with Gestures for Touch devices based on an extended version of gainput.on GPU following Vulkan Memory Allocator and the D3D12 Memory Allocator.Consistent Math Library based on an extended version of Vectormath with NEON intrinsics for mobile platforms.Animation System based on Ozz Animation System.Lua Scripting System - currently used for automatic testing and in 06_Playground to load models and textures and animate the camera and in several other unit tests to cycle through the options they offer during automatic testing.Resource Loader as shown in 10_PixelProjectedReflections, capable to load textures, buffers and geometry data asynchronously.The "lego" High-Level Features supported on all platforms are at the moment: It is like a "lego" set that allows you to use pieces to build a game engine quickly. It is also meant to provide building blocks to write your own game engine. The Forge can be used to provide the rendering layer for custom next-gen game engines.
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