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C++ Vulkan Renderer

Mar 2026 - May 2026

C++VulkanVMAVkBootstrapGLFWGLMSPIRV-ReflectImGui

Overview

This project is a Vulkan renderer written in C++ from scratch, built to understand how a graphics pipeline works at the GPU level. It implements OBJ mesh loading, texture mapping with mipmaps, Blinn-Phong shading with up to 8 simultaneous lights, a free-fly FPS camera, and a real-time ImGui debug interface.

It uses Vulkan 1.3 modern features including dynamic rendering and descriptor indexing, with VMA for GPU memory management and SPIRV-Reflect for automatic shader introspection. The architecture is built around a strict Pimpl pattern and a CommandEncoder RAII wrapper that keeps Vulkan internals hidden from the rest of the codebase, with the goal of understanding how game engines abstract low-level GPU work.

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Keywords

C++Vulkangraphics programmingrendererBlinn-PhongOBJ loaderlow-levelgame engine3D

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