
Built a Vulkan renderer from scratch. Starting from a basic triangle and core engine systems (ECS, mesh loading, etc.) I extended it with GPU-driven rendering: a compute shader generates VkDrawIndexedIndirectCommands, letting the GPU decide what to draw in a single draw call. Rendered 636K objects at 60 FPS. Implemented GPU frustum culling with plane extraction from the view-projection matrix. Cross-platform (Linux/Windows), uses Slang for shaders.