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Tide Engine — Real-Time Ray Tracing in Vulkan | New Features
Vulkan Engine Cascaded Shadow Mapping
Variance shadow mapping with Vulkan
Vulkan shadow mapping demo
Tide Engine — Real-Time Ray Tracing in Vulkan | Christmas Room
Vulkan API deferred rendering with shadows from multiple light sources
Vulkan API PBR glTF amimation sample
Point Light in Vulkan | Without Shadows
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Last Updated: October 31, 2026
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Summary
I now fixed the bug that the normal maps didn't work. Thanks to: models-resource.com/ cc0textures.com/ ... Hey everyone! How does the spotlight work? 1. Generate a Everything custom written across 3 years. Went thru basically a full rewrite in the past couple months after graduating university. I can finaly load Textures while the Hey everyone! Algorithm ----------------------------------- First Render Pass: Render the scene with the projection and view matrix of the ... After working on this for over a week now, I finally have csm implemented in my code: github.com/sydneyzh/variance_shadow_mapping_vk blog post: ... the code on GitHub: github.com/apozadev/RenderEngine. Hey everyone,! How does point light work? 1. The intensity of the light source decreases by inverse square law (1 / (r * r)) 2.