Aster

Vulkan is a pain to really toy with, and I want to add some way to allow rapid prototyping + some framework for describing render pipelines as models. Thus I plan for Aster. The idea is to contain a core abstraction over vulkan which I’ll iteratively improve to completely abstract away vulkan-specific details. Second would be to integrate Lua based descriptions for pipelines that allow easy re-configuration and experimentation as well as live reload.
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Blaze

Blaze is my lovely little toy renderer that I wholly use as a lab-rat for new techniques and to learn computer graphics in Vulkan. There are a lot of goals - lot of things to learn. Blaze get’s a lot of love - but she’s not the only project I’m working on. I use: Some C++17 features (or did and refactored them out after my newfound love for simpler older C++ features)
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Tracer

Tracer is a set of Monte Carlo Ray Tracing programs that I sometimes work to better understand raytracing concepts. There’s multiple versions of it - to the point where I may just create a new ‘Tracer’ in a new language for fun. Different Version of Tracer with varying degrees of completeness: C# C++ rust OpenGL/C++ TracerGL is the most advanced Tracer, while the tracer-cpp is the one that’s the one I’m actively working on.
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