@@ -492,6 +492,43 @@ loadedinto a game engine.
492492[ Ogmo Editor 3 ] : https://ogmo-editor-3.github.io/
493493[ ogmo3-sample ] : https://github.com/17cupsofcoffee/ogmo3/blob/main/examples/sample.rs
494494
495+ ### [ Wilds]
496+
497+ ![ Demo: sponza atrium] ( wilds.1.png )
498+
499+ [ Wilds] is very early in development game engine.
500+
501+ It features a renderer that uses Vulkan [ ray-tracing extension] supported
502+ by NVidia RTX cards and future AMD cards.
503+
504+ Screenshot above is rendered using [ DDGI] technique implemented exclusively
505+ with Rust and GLSL for shaders.
506+ In the whole scene there is only one directional light source - "sun" -
507+ and no "ambient" light.
508+ All geometry in viewport is shadowed from "sun" and is lit with diffuse
509+ illumination.
510+
511+ To keep things as simple as possible the engine uses [ Hecs] - minimalistic
512+ ECS library.
513+ Assets are loaded asynchronously using [ Goods] asset manager.
514+
515+ Traditional rasteriazation rendering pipeline and support [ wgpu] backend are planned
516+ to support wider range of platforms/hardware.
517+
518+ Implementing GUI system and basic editor is also a priority goal.
519+
520+ Follow progress [ on Twitter] ( https://twitter.com/zakarum4 ) .
521+ Contributions and feedback are always welcome.
522+
523+ [ Wilds ] : https://github.com/zakarumych/wilds
524+ [ ray-tracing extension ] : https://www.khronos.org/registry/vulkan/specs/1.2-extensions/man/html/VK_KHR_ray_tracing.html
525+ [ DDGI ] : https://morgan3d.github.io/articles/2019-04-01-ddgi/
526+ [ Hecs ] : https://lib.rs/crates/hecs
527+ [ Goods ] : https://github.com/zakarumych/goods
528+ [ ~~Shave more yaks~~ ] : https://github.com/zakarumych/gpu-alloc
529+ [ Rapier ] : https://rapier.rs
530+ [ Wgpu ] : https://wgpu.rs
531+
495532### [ Arsenal]
496533
497534![ text logo] ( arsenal.png )
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