vulkan_best_practice_for_mobile_developers
gvk
vulkan_best_practice_for_mobile_developers | gvk | |
---|---|---|
2 | 3 | |
634 | 17 | |
1.7% | - | |
1.8 | 4.6 | |
about 3 years ago | 29 days ago | |
C++ | C++ | |
GNU General Public License v3.0 or later | GNU General Public License v3.0 or later |
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vulkan_best_practice_for_mobile_developers
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How expensive is descriptor set creation/update?
Vulkan best practices(Arm): https://github.com/ARM-software/vulkan_best_practice_for_mobile_developers/blob/master/samples/performance/descriptor_management/descriptor_management_tutorial.md
- Cannot understand RenderPass, and how Subpass relate to them
gvk
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Vulkan Abstraction
You could try Intel GVK (I'm the author).
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Brick Breaker
Vulkan graphics via Intel GVK, and physics via Bullet
What are some alternatives?
The-Forge - The Forge Cross-Platform Rendering Framework PC Windows, Steamdeck (native), Ray Tracing, macOS / iOS, Android, XBOX, PS4, PS5, Switch, Quest 2
Bullet - Bullet Physics SDK: real-time collision detection and multi-physics simulation for VR, games, visual effects, robotics, machine learning etc.
MNN - MNN is a blazing fast, lightweight deep learning framework, battle-tested by business-critical use cases in Alibaba
ParallelReductionsBenchmark - Thrust, CUB, TBB, AVX2, CUDA, OpenCL, OpenMP, SyCL - all it takes to sum a lot of numbers fast!
filament - Filament is a real-time physically based rendering engine for Android, iOS, Windows, Linux, macOS, and WebGL2
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
oneMKL - oneAPI Math Kernel Library (oneMKL) Interfaces
magnum - Lightweight and modular C++11 graphics middleware for games and data visualization
ncnn - ncnn is a high-performance neural network inference framework optimized for the mobile platform