@@ -492,6 +492,43 @@ loadedinto a game engine.
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[ Ogmo Editor 3 ] : https://ogmo-editor-3.github.io/
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[ ogmo3-sample ] : https://github.com/17cupsofcoffee/ogmo3/blob/main/examples/sample.rs
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+ ### [ Wilds]
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+ ![ Demo: sponza atrium] ( wilds.1.png )
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+ [ Wilds] is very early in development game engine.
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+ It features a renderer that uses Vulkan [ ray-tracing extension] supported
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+ by NVidia RTX cards and future AMD cards.
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+ Screenshot above is rendered using [ DDGI] technique implemented exclusively
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+ with Rust and GLSL for shaders.
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+ In the whole scene there is only one directional light source - "sun" -
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+ and no "ambient" light.
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+ All geometry in viewport is shadowed from "sun" and is lit with diffuse
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+ illumination.
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+ To keep things as simple as possible the engine uses [ Hecs] - minimalistic
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+ ECS library.
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+ Assets are loaded asynchronously using [ Goods] asset manager.
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+
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+ Traditional rasteriazation rendering pipeline and support [ wgpu] backend are planned
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+ to support wider range of platforms/hardware.
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+ Implementing GUI system and basic editor is also a priority goal.
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+ Follow progress [ on Twitter] ( https://twitter.com/zakarum4 ) .
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+ Contributions and feedback are always welcome.
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+ [ Wilds ] : https://github.com/zakarumych/wilds
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+ [ ray-tracing extension ] : https://www.khronos.org/registry/vulkan/specs/1.2-extensions/man/html/VK_KHR_ray_tracing.html
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+ [ DDGI ] : https://morgan3d.github.io/articles/2019-04-01-ddgi/
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+ [ Hecs ] : https://lib.rs/crates/hecs
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+ [ Goods ] : https://github.com/zakarumych/goods
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+ [ ~~Shave more yaks~~ ] : https://github.com/zakarumych/gpu-alloc
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+ [ Rapier ] : https://rapier.rs
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+ [ Wgpu ] : https://wgpu.rs
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### [ Arsenal]
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![ text logo] ( arsenal.png )
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