- Hulkan is an open source haskell 3D engine using the vulkan api.
- Based on haskell bindings for vulkan api
- Similar projects
- Windows 10 x64 with LunarG Vulkan SDK
- Mac OS High Sierra 10.13.4 with MoltenVK
- Ubuntu 17.10 x64 with LunarG Vulkan SDK
- Stack
- Windows <= 1.9.3 ( higher version has some errors )
- Linux <= 2.3.1
git clone https://github.com/ubuntunux/HulkanEngine3D
stack build
stack exec main
- Screenshot
- Editor
- ThreepennyElectron
- Import
- Mesh
- .obj, .dae ( colada )
- gltf, blender
- Texture
- .png, .tga, .bmp etc
- Compressed Texture (ETC, DDS)
- Mesh
- Light
- Directional light & Shadow mapping
- Spot light
- Area light
- Point light
- shadow map using dual paraboloid mapping
- Particle System
- CPU Based Particle
- GPU Based Particle
- Vector Field
- Particle spawn on polygon surface
- Bitonic Sorting
- Memory Pool
- Attractor
- Noise
- Curl Noise
- Object
- Select, Move, Modify
- Gizmo
- Skeleton Mesh
- Static Mesh
- Tree, Foliage, Grass
- Terrain
- Atmoshpere & Sky
- Road
- Wind
- FFT Ocean
- River
- Rendering
- Culling
- occlusion culling
- distance culling
- view frustum culling
- VTF Skinning
- Calculate the animation in gpu
- Distance Field Font
- Real time light probe
- PBR
- Temporal AA
- SSAA
- MSAA
- Temporal Upsacle
- Screen Space Relfection
- Screen Space Ambient Occlusion
- Screen Space Bevel
- Screen Space SSS
- Depth Of Field
- Bokeh
- Bloom
- Tone mapping
- Glare
- Film Grain
- Color Correction
- Color Grading
- Light Shaft
- Motion Blur
- Recursive Velocity
- Parallax Occlusion Rendering
- Paraboloid environment map
- Voxel Based GI
- Volumtric Scattering
- Fur Rendering
- Culling
- Resource Manager
- Load / Save / Import / Export
- Unload / Reload system
- Duplicate resource
- Sound Manager
- Script Manager
- Blender3D plugin
- live sync geometry, animation, scene datas
- edit animation, scene, sequence, particles in blender
- InGame GUI
- input / output
- progress bar
- button
- Optimize
- Only dynamic shadows are updated on every frame, and static shadows are not updated every time.
- SSR ray reuse in compute shader
- Postprocessing in compute shader
- FFT in compute shader
- Precomputed atmosphere in compute shader