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. This is not a Vulkan-in-Lua situation but more of just describing a pipeline as a Lua configuration file, and a renderpass as a textual representation of a framegraph.
I use:
Some C++20 features (And tl::expected for errors) Vulkan 1.2 Some really nice libraries:
- GLFW
- GLM
- Vulkan Memory Allocator
- DearImGUI
- spirv-reflect
I do it in my free time so here are the features I’ve planned on so far:
- Pipeline caching
- Descriptor Set as Resource creation
- Easy Buffer writing
- Complete debug info + Optick profiling
- Multi-GPU configuration
- Abstraction to hide Vulkan details.
- Lua integration
- Atmospheric Raymarched Rendering Experiment
- Blaze re-write.