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Vulkan Schnee 0.0.1
High-performance rendering engine
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Vulkan Schnee targets desktop VR scenes authored in Blender. The engine imports glTF scene data, uploads it into GPU-side render buffers, and renders through a Vulkan/OpenXR pipeline.
| Area | Capability |
|---|---|
| Rendering | Vulkan renderer, OpenXR stereo rendering, desktop mirror output |
| Scene Data | glTF import, scene spawning, actor and component model |
| GPU Scene | Shared buffers for geometry, materials, transforms, meshlets, and draw data |
| Culling | Frustum culling, LOD cluster selection, meshlet binning, indirect draw generation |
| Lighting | Static lightmaps, SH probes, directional shadows, IBL resources, tonemapping |
| Gameplay | Physics, raycasts, audio, skeletal animation, input, runtime scene loading |
| Tooling | Blender plugins, custom glTF metadata, lightmap baking, SH probe baking |
The renderer keeps scene data in GPU buffers and uses compute stages to reduce visible work before drawing. The primary path uses meshlets, material binning, and indirect commands.
See Renderer Overview and GPU-Driven Rendering Pipeline for the detailed render flow.
Blender is the authoring environment. The editor plugin adds engine-specific material and object properties, and the exporter writes those properties into glTF extensions.
The engine import path reads mesh data, materials, collision metadata, lightmap metadata, and SH probe data from exported assets.
See Blender Exporter Plugin, Lightmap Baking, and SH Probe Baking for pipeline details.
Runtime code uses actors, components, scene loading, physics, audio, skeletal animation, and input systems. The Air Hockey project contains gameplay examples and VR movement experiments built on top of those systems.
See Asset Loading System, Custom Actor And Component Handbook, Physics Queries, and Input Handling for implementation details.