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My free and open-source Vulkan renderering engine

Home Page: https://molasseslover.github.io/vkRenderer

License: Other

CMake 2.83% C++ 87.71% Python 7.68% GLSL 1.02% SWIG 0.35% Lua 0.42%
pbr pbr-shading engine graphics graphics-engine obj render renderer rendering vulkan vulkan-api vulkan-engine vulkan-renderer wavefront-obj mit mit-license render-pipeline vulkan-sdk baked-light glfw

vulkan-renderer's Introduction

Molasses' Vulkan Renderer

Ko-Fi Patreon

Note: I decided to archive this. It's an old, kind of embarrassing project of mine. I'm now developing a more fleshed out rendering library in a private repository.

License

Molasses' Vulkan Renderer is licensed under the terms of the MIT license.

Dependencies

Note: The list of dependencies is currently incomplete, sorry!

Dependency pkgs.org brew.sh
GLFW pkgs.org pkgs.org
Uncrustify pkgs.org pkgs.org
Vulkan pkgs.org pkgs.org

Building

From the project root directory, you can use CMake to build.

➜ cmake -B bin -DCMAKE_BUILD_TYPE=Release
➜ cmake --build bin -j$(nproc)

Note: If you are unfamiliar with $(nproc); it is a command that prints out how many processing units are available. With the -j flag we tell CMake to create jobs equal to the number provided by $(nproc). If you are on XNU/macOS, $(nproc) is not available. You should use $(sysctl -n hw.physicalcpu) instead!

Once CMake finishes, the binaries should be available in the directory equal to CMake's -B flag. In the case of the example commands, that should be in the bin directory.

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