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Akai

build
Generative art rendering library using ash.

Philosophy

Akai is meant to be an easily extendable graphics library. With a complexity somewhere in between the hand-holding of OpenGL and the pitfall of Vulkan. The goal is to have an enjoyable home for graphic programming algorithms and techniques to grow.

In order to reach this goal, I try to focus on the following:

  • Keep the library light, don't delve into heavy abstractions early on.
  • Routinely clean up the codebase. This is to keep the pace controlled and keep the codebase enjoyable to navigate.
  • Build a stable basis with ash. I'll get things wrong and inefficient ofc, but let's make those mistakes and improve on them.
  • Keep it fun and focus on art. Engine dev is cool af. But discipline and relaxation help eachother.

I'm using the following examples to kickstart this project:

Roadmap

The repository is still in a setup state. The following steps are necessary to get the project going:

  1. Get basic Vulkan wrappers working.
  2. Get the bare minimum of a Vulkan renderer going. These are:
    • Resizable windows
    • In-flight command buffers
  3. Specific engine dev can start

Once the basic engine skeleton is set up, then child projects can be started to experiment with adding new functionality to Akai.

Examples of future functionality:

Building & running

Make sure you have the Vulkan SDK installed.
Then build akai:

git clone https://github.com/angelocarly/akai.git
cd akai
cargo run

Libraries

  • ash - Vulkan bindings
  • winit - Window creation and handling
  • shaderc - Shader compilation