Rhyryn is a custom 3D C++ Engine written from scratch. In this project I try to apply what I have learned from working on Illus Engine and take it to the next step. Originally the engine was using Directx11 deferred rendering pipeline but because I wanted to have more control over the rendering pipeline and support different platforms I switched to Vulkan.
With this engine I try to use as many new technologies as possible to learn and experiment with. I also want to give control to the programmer so the programmer can decide on different aspects instead of the engine controls it for you. A few Examples: Frustrum and Occlusion culling behaviour and how and when objects should be culled. Group objects together in large index buffers. Use multithreaded or not. All this to get the best performance for the game.