Please keep doing this course, it's so good it's a hidden gem, i have been struggling a lot with Vulkan and i already understand better by just watching your 2 videos :D
I also appreciate that you are focusing on structuring the program. I would love if you keep focusing on that + renderer structure if the series continues to some more advanced rendering
Thanks for this series, I wasn't planning on learning vulkan, but I think it might be fine if I follow along with you. Though, I would honestly prefer if you had one repository where you hosted the code, and made one commit per episode. It would make it easier to track the changes between them.
thank you for this! any chance you'll be working with the new dynamic rendering / shader objects extensions? they're pretty new but supposedly provide a much nicer API for working with vulkan. they can even provide a render-pass-free workflow
I'm a little confused about the difference between vk::Instance and VkInstance. You said that VkInstance is the "handle," I assume this mean whatever data is necessary to identify the instance in the driver/gpu. Then what is vk::instance? Is that also a handle?
Basically a handle is a 64 bit unsigned integer that Vulkan uses to refer to an object. On the other hand, a hpp class includes the handle, but also various methods which are associated with the underlying object.
Please Please Please stop this course because C++ is stupid language, should not use any more, Please re-do this course but by Rust language please 😘😘😘😘🥰🥰🥰🥰
Damn! The beginning is like something out of a "House of Wax" movie. Creepy. :)
Please keep doing this course, it's so good it's a hidden gem, i have been struggling a lot with Vulkan and i already understand better by just watching your 2 videos :D
Thankyou! My goal is to make it understandable ☺️
I also appreciate that you are focusing on structuring the program. I would love if you keep focusing on that + renderer structure if the series continues to some more advanced rendering
Thanks for this series, I wasn't planning on learning vulkan, but I think it might be fine if I follow along with you. Though, I would honestly prefer if you had one repository where you hosted the code, and made one commit per episode. It would make it easier to track the changes between them.
Maybe I should try a diff app or something
thank you for this! any chance you'll be working with the new dynamic rendering / shader objects extensions? they're pretty new but supposedly provide a much nicer API for working with vulkan. they can even provide a render-pass-free workflow
I’m thinking so, it’s much simpler!
nice new intros!
🎉
I'm a little confused about the difference between vk::Instance and VkInstance. You said that VkInstance is the "handle," I assume this mean whatever data is necessary to identify the instance in the driver/gpu. Then what is vk::instance? Is that also a handle?
Basically a handle is a 64 bit unsigned integer that Vulkan uses to refer to an object. On the other hand, a hpp class includes the handle, but also various methods which are associated with the underlying object.
@@GetIntoGameDev oh, ok thank you
Also, you can consider WebGPU instead of Vulcan
Bro why do you said that, he already have a playlist about wgpu on his channel and also Vulkan is way more mature than WebGPU.
Glfw is cool and all but there are no tutorials related to SDL3
Vkguide!
SDL3 came out a week ago 🤣give it some more time, or just use SDL2 for now!
@@KaidenBird yeah you're right
Please Please Please stop this course because C++ is stupid language, should not use any more, Please re-do this course but by Rust language please 😘😘😘😘🥰🥰🥰🥰
Vulkan with Rust is quiet a mess. I would rather use WGpu.
nuh uh
the "course" just started bro calm down 😭
Rust have no future. The future is C++. No one will ever give up C++.
@@KaidenBird better to solve the mistake than we keep doing the same mistake ☺