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Merlin

A high-performance game engine written in Rust, leveraging bindless buffering and GPU-driven techniques to create modern rendering pipelines. Designed for experimentation and the implementation of cutting-edge features.

Features

  • Entity–Component–System (ECS) architecture leveraging Single instruction, multiple data (SIMD) for parallel processing of game entities.
  • Heavily relies on bindless buffers for efficient resource management.
  • GPU-driven rendering: GPU frustum culling, indirect drawing.
  • Physically-Based Rendering (PBR) with Blinn-Phong and Fresnel-Schlick approximations.
  • Cross-platform: runs natively on Vulkan, Metal, D3D12, and OpenGL; supports WebGPU via Wasm.
  • GLTF/KTX2 import with BC5, BC6H, and BC7 compression.
  • Multisample anti-aliasing (MSAA).
  • WGSL shaders support.
  • Multithreaded, pipelined rendering.
  • Skybox shaders with cubemap projection.
  • 3D physics.

composited normals_tbn normals occlusion roughness metallic

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