Intro to Vulkan - Building a Vulkan renderer Cross Platform Game Engine Development


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: Check out these books! 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! ___ 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. PLEASE SUBSCRIBE! JOIN OUR DISCORD: DONATE HERE: GET GODOT DRAGONBONES HERE Windows Linux Mac: 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

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