Renthyl is a modular FrameGraph-based rendering pipeline designed with efficiency in mind.
Renthyl is still under development and should not be used for production yet. It additionally uses libraries that have not been deployed.
- Allows for the use of modern rendering paradigms, such as deferred and forward++.
- Code-first design makes constructing and manipulating FrameGraphs incredibly easy.
- Easily control the layout of the FrameGraph using game logic.
- Designed to be totally savable, so FrameGraphs can be saved and loaded from files.
- Culling algorithm ensures unnecessary operations are skipped.
- Resource manager minimizes the creation and binding of resources by reallocating resources where possible.
- Allows for stress-free multithreading.
- Tree-like Structure allows individual groups of passes to be exported and shared.
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Download Renthyl (including assets).
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Download dependencies
- JMonkeyEngine (experimental branch).
- Boost (master branch)
- RenthylPlus (optional, master branch)
- Java JDK8
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Initialize Renthyl in your JMonkeyEngine application.
Renthyl.initialize(application);
FrameGraph fg = Renthyl.forward(assetManager);
viewPort.setPipeline(fg);
- Run the project.
A full guide on how to effectively use Renthyl can be found at this repository's wiki.