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Vulkan-based game engine
This repository has been archived on 2025-04-12. You can view files and clone it, but cannot push or open issues or pull requests.
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Joshua Goins d77c071e3d Fix depth of field pass
It now works correctly, and will output a "proper" depth of field effect.
There's still work to be done to make it look smoother, but it's already pretty convincing.
2022-03-30 10:26:51 -04:00
3rdparty Improve Windows support 2022-03-27 22:22:02 -04:00
cmake Improve Windows support 2022-03-27 22:22:02 -04:00
data Lower DoF downscale in Medium preset to 2 instead of 4 2022-03-30 10:16:34 -04:00
include Add debug name function, fix sobel image causing artifacts 2022-02-28 22:21:50 -05:00
misc Add screenshot 2022-03-27 22:24:54 -04:00
shaders Fix depth of field pass 2022-03-30 10:26:51 -04:00
src Fix depth of field pass 2022-03-30 10:26:51 -04:00
tools Improve Windows support 2022-03-27 22:22:02 -04:00
.gitignore Remove debug build directory 2022-02-28 22:24:24 -05:00
CMakeLists.txt Improve Windows support 2022-03-27 22:22:02 -04:00
LICENSE Add README, update some files 2022-02-28 21:53:36 -05:00
README.md Add screenshot 2022-03-27 22:24:54 -04:00

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This is a legacy game engine, circa 2018. This is just kept for archival purposes, and only is tested on Linux. Yes, this is the precursor to prism! This implements some stuff that prism still lacks, such as a nice Qt interface, a working SMAA pass, and other things.

screenshot

Usage

If you're using Wayland, the editors will fail to start out of the box unless you force it to run under XWayland:

QT_QPA_PLATFORM=xcb ./MaterialEditor