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			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 Youtube's Chapter system does a good enough job of allowing you to jump around to what you're looking for.
Application Repository:
https://github.com/mauville-technologies/youtube_project/releases/tag/tutorial-03
Engine Repository:
https://github.com/mauville-technologies/youtube-engine/releases/tag/tutorial-03
Heavily referenced: https://vkguide.dev
Check out these books!
Professional C++: https://amzn.to/3gz2mo5
Game Engine Architecture: https://amzn.to/3vwT9Rh
Realtime Rendering: https://amzn.to/3cJMAo7
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!
https://cutt.ly/zdCef9v
JOIN OUR DISCORD:
https://discord.gg/bXMkFsg
DONATE HERE:
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GET GODOT DRAGONBONES HERE (Windows, Linux, Mac):
http://godotdragonbones.com
Godot-Dragonbones module included with this build of engine:
https://github.com/mauville-technologies/godot-dragonbones
If you're interested in using this in your projects but would like more guidance, leave a comment letting me know what you'd like me to explain next.
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