- Updated README.md with modern project structure and features
- Cleaned up Android build files (not needed for desktop engine)
- Restructured as procedural 3D engine with ImGui integration
- Based on Sascha Willems Vulkan framework with dynamic rendering
- Added comprehensive build instructions and camera system docs
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
* Started work on a timeline semaphore sample
* Properly increas timeline semaphore value
* Added timeline semaphore sample to readm
* Code cleanup, comments
* Removed toto
* Added android build files for timeline semaphore sample
* Started work on buffer device address sample
* Code cleanup
* Added BDA sample to readm
* Added android build files for BDA sample
* Replaces all uniform buffers with references
Comments and code cleanup
* Add Order Independent Transparency example
* Update README.md
* Add copyright at Order Independent Transparency example
* Disable the validation by default
* Started updating ray tracing samples to KHR extension
* Updated GLSL shaders to use GL_EXT_ray_tracing
* Code cleanup, naming
* Fix include directories to use Vulkan headers from repository instead of NDK for the Android build
* Added new Android function pointers
* Renamed basic ray tracing sample
Added android build files
* Remove unused batch file
* Replaced remaining NV identifiers
* Updating ray tracing shadow sample to KHR extension
* Updated shaders to use KHR instead of NV extension
Fixed shader bindings
* Updating ray tracing reflections sample to KHR extension
* Renamed ray tracing reflections sample
* Renamed ray tracing shadows sample
Added android build files
* Removed no-longer used batch files for shader generation
* Proper alignment for the shader binding table
* Updated readme
* Reworked shader group setup
* Cleanup
* Reworked shader group setup
* Reworked shader group setup
* Code cleanup