
Vang
Vang is a Ray-Marching Voxel Engine developed by me!#
lawrencemsteven/Vang-Copy
C++
0
0
Development started in November 2022 and has been going strong ever since. The engine originally started out using a compute shader within OpenGL and is now being moved to a ray-traced Vulkan renderer. The engine has been a fantastic learning experience forcing me to excel in many different areas such as software architecture, graphics programming, multithreading, and more.
Here are a few showcases of some of the engine’s features:
Vang Releases
All releases for Vang
Ray-Marched Lighting
Blinn-Phong Lighting Using Ray-Marching
Greedy Cuboid Optimization
Grouping similar blocks into one large cuboid for more efficient ray traversal
Accurate Glass Refractions
When rays enter and exit glass, the direction changes
Basic Volumetric Fog
Fog is represented with a block that a ray can travel though
Plane-Assisted Ray Marching
Rays travel block by block until they hit a block and a color is returned
