A vulkan abstraction layer that makes graphics easy and enjoyable.
- Simplified API surface: No more 1000 LOC to draw a triangle (takes about 300-500).
- Shader hot reloading.
- Bindless shader resource model.
- Render graph implementation: featuring resource tracking and automatic synchronization.
- Render graph optimization: There is still more work to do to make this as fast as possible.
- Full vulkan support: I wan't this library to allow you to do anything vulkan offers, so if something is not present, submit an issue or PR.
Have an idea? Let me know through an issue or PR.
- Move away from nightly requirement (it is not nessesary).
- Create examples.
- Built-in error handling (no more having to use Vulkan Configuration / debug messaging)
- Add all formats.
- Add hardware raytracing support.
- Better glslang integration. (stop using vulkan SDK through shell process and instead integrate through bindings)
- Custom compiler traits and more shader language support (HLSL)?
This library is meant to simplify Vulkan without sacrificing usability.
In addition, it is meant to contain common patterns and practices that level up the graphics programming experience (such as bindless resources).
It is also meant to be a thin layer above vulkan, thus not sacrificing any performance.
This library is under constant development so that it can meet any requirements. Thus, backwards compatibility is not yet a concern.