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README.md
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## ouros
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# ouros
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# initial commit
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Ouros is a rudimentary 3D rendering application built with C++ utilizing the Vulkan API for blazing fast rasterization and shading. This is mainly for tinkering around, so don't expect the most performant and clean code. I will be using the amazing Sascha Willems's https://howtovulkan.com/ guide as a platform.
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## Some design philosphies:
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- Cross platform (Windown & Linux, Debian in my case)
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- Minimal external libraries. Some libraries are unavoidable, especially for a project with a large scope. Libraries for window creation, matrix math, and device interfacing are inevitable, but dependency complexity is usually a problem.
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- Compartmentalization: units should be separated a part from each other as mushc as possible to reduce codebase complexity. eg, the renderer should be completely separate from a keyboard interface.
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- Performance tracking: since Vulkan is absurdly configurable, different options need to be able to be profiled to determine the best option
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- Configurability: being able to change things without a rebuild is in general good practice. I like yaml
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- Fun: if its a pain to maintain then you're doing it wrong
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- shmunguss
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## Roadmap
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Below is some steps to organize development plan and future goals, mostly following Sascha's guide.
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- [ ] Repo setup
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- [ ] Hello world application
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- [ ] Window creation (glfw or sdl)
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- [ ] Vulkan installation
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- [ ] Hello Vulkan: instance creation
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- [ ] Device/GPU Setup
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- [ ] Graphic pipeline -> swapchain
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- [ ] Shaders
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- [ ] Hello triangle
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- [ ] 3D
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- [ ] Texture loader
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- [ ] Model Loader
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- [ ] Mouse/Keyboard inputs
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Below is beyond Sascha's guide, but available elsewhere on his github. These are more long term ideas.
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- [ ] Lighting
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- [ ] Shadows (via Shadow Mapping)
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- [ ] Compute Shading
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- [ ] Raytracing
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- [ ] Graphical User Interfacing
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- [ ] Post-Processing Effects
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- [ ] Procedural Generation
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- [ ] Particles
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## Build instructions
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TODO: git clone, build/install libraries script, cmake commands, etc.
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TODO: identify dependencies and how to install them (vulkan libraries, sdl, glm, etc.)
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## Additional Resources
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- https://howtovulkan.com/
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- Will add more as I use them
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