paradigm
Vulkan-Samples
paradigm | Vulkan-Samples | |
---|---|---|
3 | 44 | |
17 | 3,933 | |
- | 1.7% | |
6.8 | 9.2 | |
3 months ago | 6 days ago | |
C++ | C++ | |
- | Apache License 2.0 |
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paradigm
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Paradigm Engine, a multi-platform open source rendering library written in C++20
Get the code here on Github and the documentation is available here on paradigmengine.github.io/
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A new approach to ECS APIs
Sure thing, the outdated docs are here. Only recently started touching up the project again after a long hiatus. The docs still give a correct overview of the API, but the implementation itself has changed since then.
Vulkan-Samples
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Google's First Tensor Processing Unit: Architecture
Vulcan is a driver-level API. It competes with DirectX and OpenGL.
CUDA is a language you write kernels. It competes with OpenAI's Triton language.
Here's what CUDA looks like: https://github.com/tspeterkim/flash-attention-minimal/blob/m...
This is what Triton looks like: https://triton-lang.org/main/getting-started/tutorials/06-fu...
By contrast Vulcan looks like this: https://github.com/KhronosGroup/Vulkan-Samples/blob/main/sam...
(It's true to some extent that maybe you could use Vulcan shaders to write deep learning kernels, maybe? I'm not aware of anyone doing it though)
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Question regarding descriptor set binding invalidation/disturbing over pipeline boundaries
Hi, i'm looking into descriptor indexing and was looking at the Vulkan-Samples repo. I finally thought i understood how the set binding invalidation works (like a stack?). In the code below both the non_uniform_indexing pipeline and the update_after_bind pipeline use the immutable sampler descriptor in their fragment shader. But since the descriptor set = 0 is rebound, won't the immutable sampler in set = 1 from the "non_uniform_indexing" pipeline be "disturbed" and have to be rebound?
- New Vulkan Sample - VK_EXT_extended_dynamic_state2 Extension
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Show HN: A tutorial for building a 2D game engine with Go and OpenGL
and see if it works.
[1] https://github.com/KhronosGroup/Vulkan-Samples/blob/main/sam...
- New Vulkan sample - VK_EXT_full_screen_exclusive
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Mesh Shader Sample
In this new sample, we see how to incorporate the Vulkan extension VK_EXT_mesh_shader and introduce per primitive culling in a mesh shader. https://github.com/KhronosGroup/Vulkan-Samples/tree/main/samples/extensions/mesh_shader_culling
- New Extension Sample: VK_EXT_swapchain_maintenance1
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Looking for resources / mentor
Also beginner here, I think you can learn other's codes to get a better understanding of the API by learning how others can abstract these concept into higher level. They're many great projects out there like Google's pbr renderer filament https://github.com/google/filament, AMD's gltf sample https://github.com/GPUOpen-LibrariesAndSDKs/glTFSample and also as many suggested, the Sascha Willems's repos https://github.com/SaschaWillems and the official sample https://github.com/KhronosGroup/Vulkan-Samples
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Recommendations on how to start a small Vulkan project
Another way I saw some projects start was by using example base classes (either Sascha Willems' implementations or the framework used by Khronos Samples).
- Can anyone give valid reasons why game engines are any easier to use than just programming with something like Vulkan?
What are some alternatives?
flecs - A fast entity component system (ECS) for C & C++
Vulkan - Examples and demos for the new Vulkan API
SoftwareRenderer - Software rendering engine with PBR. Built from scratch on C++.
renderdoc - RenderDoc is a stand-alone graphics debugging tool.
Yave - Yet Another Vulkan Engine
vulkano - Safe and rich Rust wrapper around the Vulkan API
tinyrenderer - A brief computer graphics / rendering course
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
tinyraytracer - A brief computer graphics / rendering course
MoltenVK - MoltenVK is a Vulkan Portability implementation. It layers a subset of the high-performance, industry-standard Vulkan graphics and compute API over Apple's Metal graphics framework, enabling Vulkan applications to run on macOS, iOS and tvOS.
Villain - 2D/3D Game/Rendering Engine using OpenGL and SDL2
VulkanHelper - A simple helper interface between Vulkan C API and C++ containers