Vulkan-Samples
gtec-demo-framework | Vulkan-Samples | |
---|---|---|
42 | 44 | |
245 | 3,953 | |
2.0% | 1.7% | |
4.8 | 9.2 | |
2 months ago | 4 days ago | |
C++ | C++ | |
BSD 3-clause "New" or "Revised" License | Apache License 2.0 |
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gtec-demo-framework
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Fixed/Framerate-Independent Timestep for "pixel-perfect" 2D games?
While the principle in that article is correct it’s unfortunately a lot more complex to solve correctly. See my answers to a similar problem here. You can also check this app
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Confused about sRGB swapchain format, the displayed colors looks wrong
Here are some details that should help. You can also look at this example
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How did they create the grid and its distortions in Geometry Wars? Is there an algorithm for this?
There is also this implementation.
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Making UI Library (OpenGL) in your engine
Take a look at this
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Any ideas why my gl es2 animation is blurry/ghosted? Looks the same if rotation is done in shader or done by directly modifying with vertex attrib pointer. Using egl wayland and gles2
You could try running the samples from the NXP demo framework to see if they show the same behavior. I expect the GLES2.S06_Texturing sample would be easy to see it on.
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Any topics about advanced text rendering?
If op decides to use bitmap fonts for small sizes there is some valuable tips here
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A new build system for C/C++ - lean, statically typed, cross-platform, easily bootstrappable
Well here is a real world large project with 452 packages and 170 applications that run on five operating systems that has been using this since 2014.
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OctaneGUI August 2022 Update
Does it handle DPI properly? If not you might find this useful.
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GUI USING OPENGL
Check this guide
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How can I render textures so that their curves don't look terrible and are smooth?
Maybe this can help.
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?
Vulkan - Examples and demos for the new Vulkan API
dat.gui - Lightweight controller library for JavaScript.
renderdoc - RenderDoc is a stand-alone graphics debugging tool.
3d-game-shaders-for-beginners - 🎮 A step-by-step guide to implementing SSAO, depth of field, lighting, normal mapping, and more for your 3D game.
vulkano - Safe and rich Rust wrapper around the Vulkan API
LearnOpenGL - Code repository of all OpenGL chapters from the book and its accompanying website https://learnopengl.com
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
OctaneGUI - OctaneGUI is a renderer agnostic multi-window multi-platform UI library for C++.
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.
vulkan-guide - Introductory guide to vulkan.
VulkanHelper - A simple helper interface between Vulkan C API and C++ containers