#Vulkan renderer

4 messages · Page 1 of 1 (latest)

kind shore
#

Guys i have learned somewhat vulkan from vulkan-tutorial.com. and was thinking of making a renderer in it. The way i used to do it in opengl was something like this- there would be a scene class that contains all the game objects. This scene object would then be sent to the renderer which obtains the meshes/models from the graphicsComponent held by each gameObject and render them all. Now with the introduction of things like renderpasses and command buffers with multithreading capabilities, i was wondering how i can make the most out of vulkan. Any article/book/video regarding vulkan renderer design or any tips suggestions would be grateful. Thank you

raven cloudBOT
#

When your question is answered use !solved or the button below to mark the question as resolved.

Remember to ask specific questions, provide necessary details, and reduce your question to its simplest form. For tips on how to ask a good question use !howto ask.

lilac kettle
#

https://github.com/Themaister/Granite
As a sample project

https://github.com/SaschaWillems/Vulkan
To see examples of some rendering techniques

GitHub

My personal Vulkan renderer. Contribute to Themaister/Granite development by creating an account on GitHub.

GitHub

C++ examples for the Vulkan graphics API. Contribute to SaschaWillems/Vulkan development by creating an account on GitHub.

kind shore
#

Very thanks bro🔥