Flex Engine
Flex Engine is my personal rendering engine which currently supports Vulkan and OpenGL. It was started in February 2017 as a way for me to better understand how graphics engines work.
Notable Features
- Support for both Vulkan and OpenGL, switchable at runtime
- Physically Based Rendering (PBR)
- Image Based lighting (IBL)
- Irradiance map generation
- Reflection probes
- Post-processing stage
Planned Features
- Mesh animation
- Cascading shadow maps
- ...

Building Flex (Windows-only)
If you want to build Flex Engine on your own system, follow these steps. You an always download the latest release binaries here if that's what you're after.
Requirements:
- Visual Studio 2015
- GENie
Steps
- Recursively clone the repository using your method of choice (SourceTree, git bash, ...)
- Ensure GENie is either on your PATH, or
genie.exeis inscripts/ - Navigate a command prompt to
scripts/and rungenie vs2015 - Navigate a command prompt to
FlexEngine/dependencies/assimp/and runcmake .to generate the necessaryconfig.hfile. You do not need to build generated.sln - Open
build/FlexEngine.sln - Build and run!
Dependencies
Flex Engine uses the following open-source libraries:
- Assimp - Model loading
- ImGui - User interface
- stb - Image loading
- glfw - Window creation, input handling
- glad - OpenGL profile loading
- glm - Math operations
License
Flex engine is released as open source under The MIT License. See license.md for details.
Acknowledgements
A huge thanks to the following people/organizations for their incredibly useful resources:
- Alexander Overvoorde of vulkan-tutorial.com
- Sascha Willems of github.com/SaschaWillems/Vulkan
- Baldur Karlsson of github.com/baldurk/renderdoc
- Joey de Vries of learnopengl.com
- Andrew Maximov for the pistol model and textures artisaverb.info/PBT.html
- FreePBR.com for the wonderful PBR textures
Blog
Stay (somewhat) up to date about this project on my blog at ajweeks.wordpress.com/tag/flex-engine/.

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