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RealEngine

My toy engine, mainly for rendering experiment and prototyping.

Install / Use

/learn @zhaijialong/RealEngine
About this skill

Quality Score

0/100

Supported Platforms

Universal

README

RealEngine

My toy engine, mainly for rendering experiment and prototyping. It requires a GPU which supports DX12 Ultimate with latest driver. It is not supposed to be used in production, and prefers clean design and code over being heavily optimized. screenshot

some highlights

  • utilize latest DX12 features, such as raytracing, mesh shaders, HLSL 2021, etc.
  • render graph based architecture, with automatic barriers and transient resources management rendergraph
  • fully bindless resources with SM6.6
  • two-phase occlusion culling (like Ubi's GPU driven pipeline). no matter how many different meshes and textures, always two drawcalls(indirect DispatchMesh) per PSO.
  • hybrid rendering with raytracing
  • Print, DrawLine functions in shaders which can be very useful for debugging

planned features

  • [x] render graph(barriers, resource aliasing, async compute)
  • [x] GTAO
  • [x] specular GI
  • [x] diffuse GI
  • [x] clustered shading
  • [x] Bloom
  • [x] Auto Exposure
  • [x] TAA
  • [x] CAS
  • [x] meshlet
  • [x] RTX
  • [x] a reference pathtracer
  • [x] FSR2/DLSS/XeSS
  • [x] DOF
  • [x] motion blur
  • [ ] visibility buffer
  • [ ] Direct Storage
  • [ ] maybe volumetric cloud/fog, water/ocean simulation, large-scale landscape, or any random things

third party licenses

View on GitHub
GitHub Stars315
CategoryDevelopment
Updated13d ago
Forks23

Languages

C++

Security Score

100/100

Audited on Mar 17, 2026

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