It is built using C++17 and OpenGL 4.6. You can find a feature reel here:
https://ktstephano.github.io/rendering/stratusgfx/feature_re...
Here are some of its current graphics and engine features:
-> Physically based metallic-roughness pipeline
-> Realtime global illumination
-> Raymarched volumetric lighting and shadowing
-> Cascaded shadow mapping
-> Deferred lighting
-> Mesh LOD generation and selection
-> GPU Frustum Culling
-> Screen Space Ambient Occlusion (SSAO)
-> Filmic tonemapping
-> Fog
-> Bloom
-> Fast Approximate Anti-Aliasing (FXAA)
-> Pool allocators
-> Multi threaded utilities
-> Concurrent hash map
-> Entity-Component System (ECS)
-> Logging
It is built using C++17 and OpenGL 4.6. You can find a feature reel here:
https://ktstephano.github.io/rendering/stratusgfx/feature_re...
Here are some of its current graphics and engine features:
-> Physically based metallic-roughness pipeline
-> Realtime global illumination
-> Raymarched volumetric lighting and shadowing
-> Cascaded shadow mapping
-> Deferred lighting
-> Mesh LOD generation and selection
-> GPU Frustum Culling
-> Screen Space Ambient Occlusion (SSAO)
-> Filmic tonemapping
-> Fog
-> Bloom
-> Fast Approximate Anti-Aliasing (FXAA)
-> Pool allocators
-> Multi threaded utilities
-> Concurrent hash map
-> Entity-Component System (ECS)
-> Logging