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A new 3D game engine for Linux and Windows using C++20 and Vulkan API 1.3, in very early but ongoing development

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vulkan-renderer

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A new octree-based game+engine using Vulkan API and C++17.

Our current octree demo v0.1-alpha.2 can be downloaded here. Please send your logfiles to [email protected].

Please visit inexor.org and join our discord.


https://raw.githubusercontent.com/inexorgame/artwork/2c479edcf7a1782d082a9d807b0f1e860ddd398c/vulkan/readme/front_banner_2.jpg

What is Vulkan?

https://upload.wikimedia.org/wikipedia/commons/thumb/3/30/Vulkan.svg/300px-Vulkan.svg.png

Vulkan is a new, low level API (application programming interface) for high-performance graphics programming and computing. It is seen by some as the successor to OpenGL, although it is important to state that is is very different from it. Vulkan is not just a new version of OpenGL or an extension of it. Both Vulkan and OpenGL are being developed by the Khronos Group. Like DirectX 12 or Apple's Metal, Vulkan is a low level API which allows for much deeper control over the graphics card and the driver. This offers better performance (higher FPS) due to reduction of overhead and driver guesswork during runtime. In general, Vulkan does a lot of work during the initialisation of the application but therefore reduces work during rendering. Since Vulkan is much more explicit in terms of code, it foces you to think about the structure and architecture of your code.

Getting into Vulkan

You really should watch these expert talks on YouTube:

GDC 2018 - Getting explicit: How Hard is Vulkan really?
Dustin Land, Software engineer, id-Software.
DevU 2017: Getting Started with Vulkan
Developers from Imagination, Google and LunarG.
Porting your engine to Vulkan or DX12
Adam Sawicki, Developer Software Engineer, AMD.
Vulkan Best Practices Roundtable discussion
NVidia, Imagination, Qualcomm, id-Software, EPIC-games and Google.
Vulkan Memory Management
Jordan Logan, Developer technology engineer, AMD.
Vulkan Memory Managenent
Steven Tovey, Developer technology engineer, AMD.
Vulkan: State of the Union 2019
Developers from ARM, LunarG, NVidia.

Why use Vulkan?

  • Unlike OpenGL, Vulkan fits the design of modern GPUs as it is not just one single state machine.
  • Vulkan is a low-level API which gives much more control over GPU behaviour. This reduces driver guesswork und avoids undefined behaviour of graphics drivers.
  • The API is asynchronous and encourages multithreaded rendering. This is a major advantage over OpenGL! Vulkan also wants you to use the GPU asynchronously.
  • Lower and more predictable CPU load which results in better performance and a reduction of driver guesswork.
  • The reduction of CPU workload and it's improved predictability can enforce the GPU to be the limiting factor (as it should be), instead of the CPU.
  • Vulkan implies memory-management to be done by the application (by you) rather than the driver.
  • Vulkan is a fresh start, whereas OpenGL contains a myriad of hacks to support very rare use cases.
  • Available on a variety of platforms: Windows, Linux, mobile devices and much more!
  • Validation layers and diagnostics can be independently activated during development, allowing better error handling and debugging compared with OpenGL or DirectX. Upon release builds, the validation layers can be deactivated easily.
  • Vulkan pre-compiles shaders to a standardised bytecode format. This again reduces driver guesswork during runtime.
  • Vulkan API and most of the drivers are open source! (unlike DirectX 12 for example)
  • Vulkan has layers and extensions as part of its design. For example it's easy to put steam overlay into a game simply by enabling Valve's steam overlay layer.
  • Vulkan is being developed through an unprecedented collaboration of major industry-leading companies. It is not being developed by one company only (like DirectX by Microsoft). As Vulkan's motto states, it really is industry-forged.
  • The ending of the OpenGL era has begun.

Releases

Initialisation and glTF2 demo (v0.1-alpha.1), April 12th, 2020

Octree demo (v0.1-alpha.2), April 26th, 2020

Upcoming releases

imgui demo (v0.1-alpha.3) (est. May 17th, 2020)

threadpool / task system demo (v0.1-alpha.4) (date not set)

  • Implement -threads <N> command line argument.
  • Refactor render_frame method: Account for N buffering (prefer triple buffering).
  • Create a threadpool using C++17.
  • Refactor the engine so it loads resources with worker threads. Use C++17 synchronisation techniques.
  • Abstract command buffer recording into manager classes.
  • Abstract pipeline creation into manager classes.
  • Record command buffers on demand using separate thread.
  • Update uniform buffers in separate thread.
  • Poll window events in separate thread.
  • Implement Vulkan pipeline statistics.
  • Create new threads on demand.
  • Give threadpool tasks a name.
  • Use std::chrono to measure how long a task took to finish.

How to build

Feel free to open a ticket if you have problems generating project map files or building code.

How to build vulkan-renderer

Who develops Vulkan?

The Khronos Group, which also made OpenGL.

## Who supports Vulkan ? Just to give a selection of supporters: - Google - Intel - Apple - AMD - NVidia - Sony - Samsung - Huawei - Qualcomm - Valve Software

For a full list of contributors, see this link.

Which engines support Vulkan already?

  • Unity engine
  • Unreal engine (EPIC games)
  • CryEngine (Crytek)
  • id-Tech 7 (id-Software)
  • Source engine (Valve)
  • AnvilNext (Ubisoft)
  • Godot 4

and many more..

Links

Vulkan API

Vulkan Examples

Vulkan Debuggers

Advantages of Vulkan

Vulkan Tutorials

Multithreading in Vulkan

OpenGL

MoltenVK