Visually seeing contents of the depth buffer requires adding support for input attachments. They will hopefully come in handy when rendering will be combined (raycasting + rasterization)
First steps toward creating a Vulkan engine. Not the first attempt at a Vulkan engine, and not a first attempt at designing a rendering engine in Rust. This little guy already clocks in at 3.4k lines of code.
One last step before porting it to Vulkan: add slightly different shading for walls and ceilings just to make cubes individually recognizable. Old school engines would instead color each one with a slightly random shade.
Working on adding ceiling tracing, could not figure out how to do it. On the left you can see another nasty bug, it's a (spoiler) asymptote on a division by zero.