#1 2020-05-19 22:32:45

spikeymikey0196
Member

Ray Tracing and Vulkan?

So, tomorrow my RTX 2080 super is coming and it got me thinking, how hard do you reckon ray tracing would be to implement? Also do we have a vulkan version of tess running yet? Been trying do it myself but i'm not overly a dab hand with visual studio or coding, i'm more a Graphics designer than programmer so.. any responses will be greatly appreciated.. and documentation would be awesome too (if any).

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#2 2020-05-26 11:36:38

RaZgRiZ
Moderator

Re: Ray Tracing and Vulkan?

May want to consider joining on the Red Eclipse discord for any discussions on future development as it's seeing much more activity overall. That being said, I wouldn't hold my breath. Implementing a new renderer would not be anything easy, the engine is currently completely tied to openGL and SDL.

https://discord.gg/YruQ7q

Last edited by RaZgRiZ (2020-05-26 11:36:54)

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#3 2021-02-13 05:42:46

spikeymikey0196
Member

Re: Ray Tracing and Vulkan?

Hey, so i've been learning C++ and i'm currently in the process of getting a vulkan version of Tesseract to work. I'm still part way through learning vulkan and understanding how compute shaders work but i'm getting there.
I'm currently working on changing the default renderer so that instead it will use the vulkan libraries with the SDL libraries alongside a few other things.
Seeing as Vulkan is compatible with GLSL and HLSL, it will make modifying shaders alot easier for the community too.
Once i have the renderer working and removing all traces of opengl, i'm looking to add PBR, HDR and Ray Tracing (which will be easier with vulkan as it already supports raytracing) into the pipeline.
Hopefully then, this project will have more life blown into it.

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