Finally we reach one of our bigger lessons: Intro to Vulkan.
This time I provide a fairly in-depth intro to the Vulkan API and go through the process of adding a Vulkan renderer to our game engine.
I thought about splitting this beast into multiple videos but figured Youtubes Chapter system does a good enough job of allowing you to jump around to what youre looking for.
Application Repository:
Engine Repository:
Heavily referenced:
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Professional C:
Game Engine Architecture:
Realtime Rendering:
Chapters:
0:00 Intro
2:59 Getting Libraries
9:15 Vulkan Window
14:03 Detour: Namespacing
16:55 Renderer Interface
19:03 Provide Renderer Service
24:03 Vulkan Renderer Class
26:50 Setting up Render loop
30:45 Vulkan Helper files
37:08 Initialize Vulkan Core
1:02:11 Summary: Vulkan Core
1:02:40 Create Swapchain
1:12:24 Live Debugging D
1:16:56 Summary: Errors we just fixed
1:17:51 Clean up on shut down
1:22:31 Command Queue Pool and Buffer
1:37:00 Setup Render Pass
1:47:00 Summary: Render Pass
1:49:31 Create Framebuffers
1:58:43 Render Frames Clear Colour!
2:24:38 It Renders!
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Godot Dragonbones is a custom Godot engine build with the godot_dragonbones module that I am maintaining and distributing.
It provides full-featured 2D Skeletal animation support for the DragonBones API a free open source alternative to Spine: 2D Skeletal Animation.
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Godot-Dragonbones module included with this build of engine:
If youre interested in using this in your projects but would like more guidance leave a comment letting me know what youd like me to explain next.
Источник: rutube.ru