Using EnTT, my own Scene System and engine + windows messaging framework, and Vulkan
obj/glb loading + mesh optimizer
Scene editor
Behavior components archetypes and prefabs for scene serialization
Hook up PhysX/Jolt
Compute culling
Imgui Integration
MSDF atlas text and font rendering (UI Decorators + text component)
Recursive propagating parent child hierarchy for UI entities.
PBR
Refactor to Clustered Forward+ for global illumination
Shadows (baked and dynamic)
GPU driven particle system
Skeletal animation system and rag dolls/boned physics bound meshes
MiniAudio integration
Thread workers for FileIO and async Scene loading