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Physically Based Rendering - Example developed with the Vulkan API.
Vulkan 3D Ray-Marching based Game Engine Demo
Vulkan GLTF Skinning Rendering
[no engine used] PBR rendering in C++ and Vulkan done in just 10 days
Launching the development of a new real-time 3D rendering engine based on Vulkan - episode 1
Illumination lightmaps in our new #Vulkan render engine - episode 3
San Miguel rendered through Vulkan API
Hobby Vulkan Renderer WIP
Hedge - Vulkan Game Engine Devlogs [3]: Physically Based Rendering, Vulkan HLSL
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Last Updated: September 27, 2026
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Summary
This software uses libraries and third-party software: * GLFW: glfw.org/ * stb_image: github.com/nothings/stb ... In my senior year of college, I made a game Example of the current real-time Episode 3 of the development of a new real-time Since the performances are still awful, no shadows, or SSAO, or SMAA here. You can find the source code of Castor3D on github: ... Recently I have finished IBL dev, so I come back to make videos again. Today, I am going to talk about how I did My first take on some PBR techniques. Still miss some major things IBL, proper aerial perspective and optimization. Source ...
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