Vulkan Showcase
I decided I wanted to try Vulkan after having tooled around a bit with OpenGL prior. It was more of a burning curiosity, I had heard it was good, efficient, effective, a lot of things that made me think it would be a good exercise in developing my skills, and so I dove in! This article is just sort of a summary of what I got going in Vulkan!
In the end, I managed to implement in a forward renderer:
- PBR
- Skeletal Animation
- Line Rendering
The first, PBR, was built working alongside the fantastic guide at vkguide.dev, alongside a lot of reading of Vulkan docs. The other two were built relatively
ground up, through my attempts at generally understanding the concepts that vkguide established (working with buffers, mapping data etc.). The renderer was overall simple,
but something I'm really proud of.
Getting in Skeletal Animation for the first time in any renderer, let alone Vulkan, was an interesting process. It definitely made my re-implementation in OpenGL later the same year a lot simpler. You can also see my line rendering in action here! Each of the bones is visualised as a gizmo!
My work with Vulkan is continuing in the form of a 2D Renderer, alongside implementing OpenGL!