This is a graphic API abstraction over Vulkan with potential to add other APIs with some pre-done optimization ready to use such as culling and deferred shading, allowing for large worlds to be created with greater ease.
Culling done if possible with async compute. Using draw indirect I was able to create a compute shader to perform culling by modifying the draw command buffer.
To reduce expensive effect in a fragment shader we render out geometry and other Important information decided by the user. Then render the a quad using that information to avoid expensive effect like lighting running multiple time per pixel
You can contact me at brevin.bell0@gmail.com
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