More for personal learning or experiment purpose I did during free time
-
Cross-platform Render API: supported backend
- Windows - DirectX 11/12, Vulkan, OpenGL
- MacOSX – MoltenVK, Metal, OpenGL
- Linux X11 – Vulkan, OpenGL
-
Shaders – HLSL for all platforms by compile to SPIRV for Vulkan, and SPIRV-cross to output Metal and GLSL
- Contributed to SPIRV-cross, added
--rename-interface-variable
for Mac GLSL issue KhronosGroup/SPIRV-Cross#196 - Compute Shader and output as vertex buffer
- Contributed to SPIRV-cross, added
-
Material – support multi-pass shader, constant buffer thread-safe update
-
UI Framework – build from scratch base on RenderAPI
-
Editor Interface Scene View, Node based Graph, Inspector, Object Outliner, Move Object Handle
-
Undo/Redo
-
Load / Save Scene file
-
Node based Graph for Procedural Geometry
-
Subdivision Surface with The Dual half-edge mesh data structure (source code: axEditableMesh)