Vulkan graphics engine.
- Draw indirect / multi draw indirect.
- Meshlet pipeline (with task shader) with fallback to regular vertex pipeline. Meshoptimizer is used to generate meshlets.
- GPU culling (for now only frustum + screen size), GPU LOD selection.
Plans / in progress:
- 2-pass occlusion culling with visibility buffer both for meshes and individual meshlets (Alan Wake inspired) (done for per mesh level).
- Fully bindless with both deferred / forward implementations (PBR lighting).
- Runtime GI



