A simple vulkan render built in c++ that will hopefully have raytracing, forward+ rendering and the ability to eventually render fairly intensive scenes.
TODO:
- Compute shader capability
- rewrite everything from main into components
- modulize buffers / figure out shared memory for vertex and indices
- add a frame rate checker
- optimize mesh input
- maybe cpu multi threading
- use vulkan 1.2-1.3 features for a raytrace 'enhanced' graphics pipeline initialization