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DirectX12 sandbox for Windows using MSVC
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Currently, Lightsquare is an unoptimized implementation of a Volume Tiled Forward Renderer, using a custom, dx12 agnostic, renderer abstraction that I wrote from scratch. Lightsquare uses its own Asset System to store or load data from asset files. Assets are loaded into memory once, using per asset class serialization code written by the user. The UI, which is also visible in the screenshots, is based on Dear ImGui's high level interface, but I'm planning on building a non poll based UI system with a more clear ownership and notification chain using Dear ImGui's internal interface.
At the moment I'm researching data oriented design to try to diminish problem domain coupling from Lightsquare in the future. I'm planning to start doing this in the coming UI overhaul and new editor/import dialogs. I will see how it goes and think about to what extent I want to change the rest of the current implementation to be more problem agnostic. Renderer functionality that I want to add after all that is translucency support, shadowmapping with sparse shadowmaps, texture and normal mapping and compressed texture formats - in that order.
If you want to look at the current state of the code feel free to click the github symbol on the left.
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Ongoing
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Development Status
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Visual Studio, DirectX12, DearImgui, glm, stb_image, tiny_obj_loader
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Tools/Dependencies
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Links