tl;dr
- DirectX 12 RHI interface with physical/logical devices and triple-buffered swapchain
- Renderer that supports three inflight frames being rendered simultaneously
- DXC shader compiler interface for easy shader retrieval
- PIX Profiler Integration (Still some issues with it though)
- Mesh rendering using Mesh/Amplification pipeline instead of IA/Vertex/Geometry/Tesselation pipeline
- Asset system for WIC textures (using DirectXTex), glTF meshes (using cgltf) and materials
- World with cameras, meshes, materials and lights. Rendered and manipulated with ECS using entt.
- Physically-Based shading using BRDF for directional lights (Will be expanded in future)