Jeff Kershner
graphics

Vulkan Renderer in C++

Author

Jeff Kershner

Date Published

Vulkan Renderer in C++
1 min read
Share:

People have told me that Vulkan is too hard and too verbose to use. Obviously that is not true as Vulkan is currently used in modern games and game engines and is the future of cross platform graphics.

Example

This is an example of my cross platform C++ Vulkan renderer with realtime lighting and shadows.


Technology

This was created using CMake, GLFW 3.4 for cross platform window management, the Sponza GLTF model, a shadow pass and realtime lighting with physically based rendering (PBR).

There is no physics implemented yet and no scripting, but I did implement a simple editor with IMGui.

Future

This is a passion project in order to re-learn game engine programming. I really enjoy getting back into C++ and Vulkan has been a blast. I plan on making a basic game engine, not to compete with Unity or Unreal, but just for learning and fun.

At some point I will opensource this project once I am happy with the progress. Join my mailing list if you want to be kept up-to-date, or check back often.

👨‍💻

Jeff Kershner

Engineering Leader & Lifelong Coder | Co-Founded AI Startup Deployed in 1,200+ Retail Locations