Vulkan first
Renderer architecture, memory ownership, descriptors, command submission, and shaders are treated as core learning material.
Vulkan rendering project
A focused engine experiment for snowy mountain worlds, real-time rendering, and learning graphics systems from the metal up.
Focused by design
Renderer architecture, memory ownership, descriptors, command submission, and shaders are treated as core learning material.
The long-term target is believable snow: surfaces, deformation, mountain traversal, and weather-driven atmosphere.
Instead of a generic engine, Oillak aims at a narrow visual and gameplay target where deep optimization can matter.
Roadmap
Load and render real models with material and texture support.
Separate renderer systems into clearer engine modules.
Build terrain, snow surfaces, and mountain scene prototypes.