A 3D real-time renderer playground from scratch with C++ and OpenGL. (WIP)
- Entity component systems
- Multiple render passes
- Deferred rendering
- Materials
- Multiple mesh materials/sub-mesh
- FBX material importing (wip)
- FBX model loading with Assimp
- Multiple point lights + shadows
- Post process pass
- Imgui UI
- Transform component (Entity position/scale)
- Render component (Entity material/mesh)
- Player component (controllable entity)
- AABB component (Entity bounding box)
- Point light compnent (Point light data)
- Serialization
- GGX PBR
- BVH collision tree
- Screen space reflections
- Ambient occlusion
- GPU particle system
- GI
- And more