game-programmer
vulkan-guide
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game-programmer | vulkan-guide | |
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34 | 67 | |
17,188 | 800 | |
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0.0 | 9.1 | |
23 days ago | 2 months ago | |
Python | SCSS | |
- | MIT License |
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game-programmer
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Resources to build a game engine from scratch?
I like this resource, it lists different starting spots based on skill level as well as different tracks (engine programming, AI, multiplayer, etc). https://github.com/miloyip/game-programmer
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My 14 year old son wants to learn how to code
This site gives an entire study path from kids to adults to learn game programming: https://github.com/miloyip/game-programmer
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Looking for career advice and what types of projects should I attempt?
https://github.com/miloyip/game-programmer This has everything. Start reading if you want industry level knowledge. Courses wont get you to that level. Also while reading you can implement all of this!
- What's next?
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Where to start with online multiplayer?
https://github.com/miloyip/game-programmer Go to the last section
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Any good starter guides for learning C or C++ game development
A Study Path for Game Programmer
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I've spent 5 years curating a gamedev resource mega-list, and now I've released it for free!
This collection was shared a lot in the past, still a good list of game programming related books: https://github.com/miloyip/game-programmer (my favorites here are the Game Programming Gems and AI Game Programming Wisdom that I collected in the past).
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It is possible the get into the game industry without any graduation or things like that?
I'm more into programming... At the moment I only have experience in web dev (html, css, js, react etc).. I'm starting to read some books from this guide https://github.com/miloyip/game-programmer Also I watched some guide on YouTube on how to use UE5 and unity... Maybe in 1-2 year a can define myself as a (junior) game dev.. For the moment I'm just scratching the surface.. I made this post to understand if this effort will be repaid somehow...
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Intermediate Books For Game Programming
Check out this study path: https://github.com/miloyip/game-programmer
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Are there any resources that go through a published game's code and explain it's architecture in both, high and low level?
There are not that many, I learned a bit from books like Game Coding Complete and Game Engine Architecture. There are obviously others that are not that high level, they get more into real-time topics like rendering, AI behaviour/navigation, etc. (Books that appear in that list for example: https://github.com/miloyip/game-programmer)
vulkan-guide
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NVK is now ready for prime time
I totally agree, and so do the people working on it as well as some of the volunteers who write tutorials.
There's an ongoing effort to create beginner friendly introductory material which was discussed in the recent Vulkanised conference. And an effort to make a better documentation site that's easier to browse than the specification.
On the volunteer front, there's a Vulkan 1.3 -based introductory tutorial (work in progress) over at https://vkguide.dev/
I think there should be a Vulkan tutorial that doesn't start with the boring stuff of initialization and window creation. It's stuff that you write once and forget about, and nothing particularly interesting happens in it.
Looking at my hobby project, excluding the boring stuff (which is reusable), a "hello compute" example is around 100 LOC and a "hello triangle" around 120 LOC. GLSL shader sources included.
Maybe someday I'll get around to writing a "learn Vulkan the hard way" blog post with examples.
- LearnD3D11, a guide aimed at anyone trying to learn Direct3D11
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Struggling to Update Vertex Buffer via Staging Buffer
Also, use https://vkguide.dev/ rather than vulkan-tutorial.
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What are the best textbooks/resources for learning graphics programming practically in 2023?
Once you're beyond the "introductory" phase, resources become more specialized based on what you'd like to learn -- there are Vulkan tutorials like https://vkguide.dev/ which will teach you the API and also give a bit more insight in how modern GPU hardware is structured, there are books like the "GPU Zen" series that do deep-dives on specific techniques, and there are tons of recorded GDC and SIGGRAPH talks on interesting new techniques. :)
- Where do I start learning graphics programming?
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Yuzu Ea 3608 is out!
Personally, I'm a hands on learner who actually wants to use this stuff in my career, so I'd recommend these tutorials: https://learnopengl.com/ https://vulkan-tutorial.com/Overview https://vkguide.dev/
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Theory on structuring graphics projects, building interfaces, and designing abstractions?
vkguide teaches some good practices regarding code/renderer structure, but I'm afraid it doesn't go as deep as you'd like. It's certainly deeper than most other tutorials, though.
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"reportedly Apple just got absolutely everything they asked for and WebGPU really looks a lot like Metal. But Metal was always reportedly the nicest of the three modern graphics APIs to use, so that's… good?"
https://vkguide.dev/ This is my favorite.
- Extension VK_KHR_swapchain not found in list of known instance extensions
- Resources to build a game engine from scratch?
What are some alternatives?
flecs - A fast entity component system (ECS) for C & C++
vk-bootstrap - Vulkan Bootstrapping Iibrary
retro-book-gardens - The raycasting engine from the book "Gardens of Imagination"
raylib - A simple and easy-to-use library to enjoy videogames programming
game-developer-roadmap - Roadmap to becoming a game developer in 2022
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
SFML - Simple and Fast Multimedia Library
Vulkan - Examples and demos for the new Vulkan API
The-Gamedev-Resource-Mega-List - A curated collection of game development resources [Moved to: https://github.com/notpresident35/learn-awesome-gamedev]
SDL - Simple Directmedia Layer
C++ Format - A modern formatting library
SPIRV-Reflect - SPIRV-Reflect is a lightweight library that provides a C/C++ reflection API for SPIR-V shader bytecode in Vulkan applications.