After blood, sweat, and tears. I present the first realtime PBR lighting example for sdlengine.
sdlengine is my Vulkan game engine written in C++, I've been working on it for the past couple of months and I've never gotten around to making real lighting.
Lots of things got in the way, like rewriting the Node/Renderer system to make it more scalable/flexible. But now I have finally tackled those issues and began work on lighting.
Ambient Occlusion and shadows do not work here, unfortunately.
Github: github.com/BurntRanch/sdl_engine
Runnable demo: github.com/BurntRanch/TestGame
again, working on sdl_engine, my Vulkan Game Engine!
This time, I was busy finding a way organizing Nodes while lifting some of the heavy work off of the Engine. To make everything more seamless!
Introducing: SceneTrees! This class will help the Engine in easily locating relevant Cameras/Lights.
Next update will be focused on making this rewrite actually work with the existing foundation.
Sketch in comments!
I didn't share this here yet but I came back from a month long break from my Vulkan Game Engine and started heavy work on the Nodes, planning to work on Materials and PBR lighting very soon!
sdlengine is a project I made initially to learn more about graphics and perhaps even make a game very later down the road. It's written in C++ and <https://github.com/BurntRanch/sdlengine/tree/rewrite|this> is the repo, rewrite is the branch I'm working on
If it's not obvious, this is highly based off of Godot, Their system is very nice, I have very high hopes for this!
trying to get back into learning defensive programming n such by implementing a banking system
I have got the authentication and ratelimiting in place, I'd say its very secure. But obviously not perfect
Today I implemented the client, added logout functionality, and improved the server vastly. with 320 lines of Python code
I'm planning to host this on the raspberry pi, and also expand on the architecture to create even more services for the home! Maybe a printing/VoIP server?