As this is a project i'm currently working on, the README file will evolve as the project growth.
This is my second attempt to create a fully fonctionnal engine almost from scrath.
The core library implements all the platform dependent features as the IO api, threads and so on. These are implemented in a basic, simple and unoptimized way.
Similarly to the core library, the maths library has been implemented in a very basic way and some things are functions missing. Later on it will use vector registers supported by the target.
The graphic engine implement Vulkan has the main rendering API. In case the target doesn't support enough Vulkan extensions the graphic engine will fallback to the OpenGL implementation.
The OpenGL version used is 4.1 because it's the first version where the GLSL version is compatible for both OpenGL and Vulkan.
I have also created my own OpenGL wrapper, instead of one that already exist.
The supported meshes formats will be GLTF 2.0 and FBX, except if i use Assimp to load assets.
Almost all images formats will be supported.