Theory on structuring graphics projects, building interfaces, and designing abstractions?

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  • mango

  • That being said I can give you the rough structure of my basic Vulkan renderer (This thing is woefully incomplete, is barely functional, however it at least is a starting point.) https://github.com/9291Sam/mango Here's its general structure: gfx ├── Higher level rendering things (Camera, Frame in flight abstraction, 3D transforms, wrapper around vertex / index buffers for easy drawing, etc.) │ ├── Window code + main Renderer class │ ├── vulkan │ ├── RAII classes around every Vulkan object that I care about + pipelines

  • vulkan-guide

    Introductory guide to vulkan. (by vblanco20-1)

  • 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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