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Forward, Deferred, and Hardware Raytracing modes.
Physically Based Rendering (PBR), GGX/Schlick-GGX BRDF with metallic-roughness workflow.
Real-time raycasting and pathtracing with Vulkan RTX acceleration structures.
Custom render graph to automate resource transitions and barrier management alongside dynamic rendering (VK_KHR_dynamic_rendering).
Skeletal animations are supported and work with most common model formats.
All model types supported through Assimp can be loaded, and are converted to highly optimized formats for loading and rendering.
All meshes are batched into a single vertex/index buffer for efficient rendering.
Textures are highly compressed into the etc1s format with KTX2, and transcoded to the optimal GPU-compressed format on runtime such as BC7.
Texture loading is fully parallelized for the fastest loading times.
Networking (Experimental)
Client-server architecture for multiplayer prototyping with ENet.
In-editor chat window.
Component
Minimum
Recommended
OS
Windows 10
Windows 11
CPU
Any x64 processor
Multi-core recommended
GPU
Vulkan 1.2
RTX 2060+ for raytracing
RAM
8 GB
16 GB
Clone the repository
Open Radis.sln in Visual Studio,
Build and run
Action
Input
Look Around
Right Mouse + Drag
Move
W / A / S / D / E / Q
This project is licensed under the MIT License — see the LICENSE file for details.