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Perhaps I'd be better off using the vulkan.hpp minimal example as a starting point?
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Or the vulkan.hpp RAII samples would be a good place?
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Another way I saw some projects start was by using example base classes (either Sascha Willems' implementations or the framework used by Khronos Samples).
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Another way I saw some projects start was by using example base classes (either Sascha Willems' implementations or the framework used by Khronos Samples).
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One thing I'd do, is at minimum is set up a base project that meets your minimum requirements, say presenting to the screen, drawing and compute shaders. Once that's done, follow through ImGUI for a good graphics based window framework and do something neat with that.
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Don't write a full blown abstraction, you won't use it. Also Hazel is a great game engine which relies on Vulkan that you could use as well.
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