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vulkan-guide reviews and mentions
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Trying to write a simple example of a synchronization problem in Vulkan
Context: I just want to better understand synchronization, semaphores, barriers, render pass dependencies, etc. I am fairly new to Vulkan but watched this excellent Vulkan Lecture Series (all episodes), took notes, followed the Vulkan Guide tutorials, played with a couple of code examples for post-processing, raytracing and subpasses from this repo in order to practice, etc. In other words, I am a Vulkan newbie, but have started putting the effort to learn.
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std::string_view, std::string, char const*, and char const* const*
Also,this guide was better when I ran through Vulkan. Also also the Vulkan C++ wrapper was just pure jank just not worth it, but it was a couple years ago so it could be better now.
- Monthly Update on a Haskell Game Engine
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Learning Modern 3D Graphics Programming
I'd recommend taking a look at either https://vkguide.dev or my preferred https://vulkan-tutorial.com/
I remember learning "modern" OpenGL back in 2005
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How to properly construct an abstraction layer with Vulkan
But if you want to follow another tutorial that teach you a better way of organizing your vulkan code, I think this one is pretty good: https://vkguide.dev/
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A learning path for Vulkan that focuses on concepts?
Once you've done that, https://vkguide.dev/ is much more pedagogical than vulkan-tutorial, so I would start there.
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Raytracing with gpu
There are a few tutorials out there, I cannot vouch for any of them, but I'm sure they could be helpful: - https://vulkan-tutorial.com/ - https://vkguide.dev/
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Is it a good idea to use VMA for memory management for production?
I am following a vkguide.dev tutorial and they're using a VMA for memory management.
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vulkan-tutorial.com seems to be down
I would recommend https://vkguide.dev over vulkan-tutorial anyway. You could check it out while the other is down.
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vblanco20-1/vulkan-guide is an open source project licensed under MIT License which is an OSI approved license.