Pathfinder - my toy RHI-agnostic GPU-driven bindless renderer that I'm building to learn graphics and the latest GPU features.
- UE4 PBR shading model. Forward+ gpu-driven mesh-shading, reversed Z. Tone-Mapping + Gamma-Correction + SSAO + Bloom + HDR(RGBA16F). As you see I'm completely GPU-bound, 99% load, RTX 3050 Ti laptop kinda weak :(

- glTF model loading.
- Highly utilized ReBAR usage.
- RenderGraph based.
- RHI-agnostic (currently built with Vulkan 1.3 and BDA)
- ECS, scenes system.
- Compute Tiled Light Culling + 2.5D
- PBR HDR Renderer
- Post-processing (Bloom, SSAO)
- Texture compression(BC1-BC7)
- Mesh-Shading(everything is drawn in 1 multi draw indirect call)
- Rapid 2D Batch-Rendering(requires no VRAM).
- Compute Object Culling(gpu-driven)
- ImGui
- Cascaded Shadow Mapping(WIP)
- DebugRenderer(spheres, cones, aabbs, lines, etc..)
- Bindless(descriptor set per frame for images and textures, buffers are used in shaders through BDA)
- Multithreaded pipeline building via efficient C++23 threadpool.
- AMD Compressonator
- Entt
- Fastgltf
- GLFW
- glm
- ImGui
- meshoptimizer
- nlohmann_json
- spdlog
- stb
- unordered_dense
- VMA
- volk
- Vulkan SDK
git clone --recursive -b main --single-branch https://github.com/wiseConst/Pathfinder.gitcd Pathfinder && mkdir build && cd build && cmake ..