Made with c# and openTK c# library Unity game engine esque mono-behavior system for custom behaviors and scripts.
- Frustum culling
- SSAO
- Bloom
- Motion vectors
- Per object motion blur
- Directional shadows
- PCF
- Single directional light
- Point light shadows
- PCF
- Up to 8
- Directional lights
- Point lights
- Up to 64
- Forward rendering
- Optimized opengl state changes
- Major state change is cached
- program states are cached
- uniform values are cached
- Never need to state change unnecessarily
- PBR materials
- Lambertian diffuse
- Cook-Torrence specular
- ACES tonemapping
- Skybox Cubemap
- SSGI
- Thin G-Buffer
- Cache model-matrices on static objects
- TAA (WIP)
- Procedural Physical based Sky
- Move over to glMultiDrawElementsIndirect
- SSR
- IBL (image based lighting)
- Screen space subsurface scattering
- Order independent transparents
- Volumetric lighting
- Physical based procedural sky
- Volumetric Clouds
- Water/Ocean rendering
- Software Raytracing (BVH)
- Reflections
- Shadows
- Global illumination
- CSM (cascaded shadow maps)
- Animation (skinned renderer)
- Occlusion Culling (Hi-Z)
- Hair rendering
- Deferred rendering
- Tile based forward rendering
- Bindless textures
- or use 2d texture arrays



