Due to inability to play the game Solanine on Steam Deck, as well as the frustration and shottiness of OpenGL, a rewrite and restructuring into Vulkan for the rendering became desirable. Thus, this repository exists.
NOTE: this repository and guide only supports Visual Studio 2022
git clone
solanine_vulkan.sln
with Visual Studio 2022Debug
Release
Debug
but just whole program optimization is enabledhttps://github.com/TimoGuy/solanine_vulkan/assets/6829048/066cab14-4819-486a-b103-ba24ca15001b
Combat gameplay with a two-handed weapon. (Build #3102)
Pipelines, importing gltf models, skinning gltf models, and skyboxes (Build #227)
Renderdoc showing that the irradiance and prefilter maps were generated and connected to the shader (if you scroll just a little further down the input textures you would've seen the brdf lut map too) (Build #242)
First PBR! It uses the textures packed in the gltf model (also, using a night space skybox probs wasn't the best for generating the irradiance and prefiltered maps. At least it's a little noticable) (Build #256)
Implementation of hdr skyboxes, finally (Build #292)
Object picking and transformation gizmo set up! (Build #385)
Various things, but feature is shadows here. Truthfully, there was bullet3 physics integration, the new YosemiteTM object (just a model with a cube collision... for now!), saving and loading, a nice object serialization system to make saving and loading easy maintenance, and then finally the CSM shadows. (Build #752)