Clone the sources: git clone --recurse-submodules github.com/emeiri/ogldev.git If you want to get the same version that was used in the video you can checkout the tag 'VULKAN_02'. Build on Windows: Open the Visual Studio solution: ogldev\Windows\ogldev_vs_2022\ogldev_vs_2022.sln Build the project 'Vulkan\Tutorials\Tutorial02'
@_jose_antonio_
7 ай бұрын
o calvo dos tutoriais nunca me decepciona. obs: inside joke among my friends, as I always liked your videos
@OGLDEV
7 ай бұрын
Viva google translate ;-)
@_jose_antonio_
7 ай бұрын
@@OGLDEV :)
@Tharindu87
7 ай бұрын
Starting strong. Rock on! How far do you plan to take the Vulkan course? 😊
@OGLDEV
7 ай бұрын
To the moon and back ;-) Seriously, I'm currently following up on " 3D Graphics Rendering Cookbook" by Kosarevsky and Latypov. After setting up the basic stuff such as mesh loading, uniforms and textures the book continues to PBR with glTF2, scene graphs, material system, SSAO, HDR, frustum culling and a few optimization techniques.
@3rdGen-Media
7 ай бұрын
@@OGLDEVBut there’s no reason you shouldn’t have gotten to those already in OpenGL
@OGLDEV
7 ай бұрын
@3rdGen-Media Some of these topics are indeed covered by my OpenGL series. Following up on a book makes life much easier for me because the roadmap has already been laid out. At some point in the future there will be new material and I may implement it first in OpenGL as a prototype/reference and then by Vulkan. Will be interesting.
@3rdGen-Media
7 ай бұрын
@@OGLDEV IMHO you are not ready to move to Vulkan
@Tharindu87
7 ай бұрын
@@OGLDEV Superb. I am quite new to graphics programming and took it straight away with Vulkan as this is what my SSE friend at AMD recommended. I've managed to get as far as texturing with mipmaps in Vulkan with some basic blinn/phong materials. But to be honest, as someone with another full time job, scouring for learning material is quite hard. So I 100% value this effort from you. Don't give a crap about the haters here.
@mohsenzare2511
7 ай бұрын
@OGLDEV Thanks for all of your hard work!
@OGLDEV
7 ай бұрын
You're welcome :-)
@nadavavnon8562
7 ай бұрын
Very excited for this, do you maybe offer also extensive advanced paid courses ? I cant seem to find anything else to help glue up the gap between beginner and advanced graphics but reading academic papers
@OGLDEV
7 ай бұрын
Unfortunately, not at the moment. I'm working full time and producing such a course is probably a full time job in itself, at least for a while.
@wft2756
7 ай бұрын
It would be better if you zoom in the code more. Really helpfull for who watch on phone. Thanks
@OGLDEV
7 ай бұрын
Sure, thanks.
7 ай бұрын
Thanks for starting Vulkan tutorials! You have chosen Vulkan API version 1. Does that mean you are not going to use the dynamic rendering features from API version 1.3?
@OGLDEV
7 ай бұрын
You're welcome! I'm using version 1 right now as a baseline that should be available for most people. We'll move on to the newer versions when we get to the more advanced features.
7 ай бұрын
@@OGLDEV Yay! That's great to hear. Because I couldn't find many tutorial type of resources for 1.3 style rendering. Looking forward to those episodes. But I'm going to watch all of them anyway. :-)
@Azer_GG
7 ай бұрын
Great video, looking forward to next ones! 💪🏽💪🏽
@OGLDEV
7 ай бұрын
Thx!
@KimberlyWilliamsch
7 ай бұрын
Russian
@OGLDEV
7 ай бұрын
?
@3rdGen-Media
7 ай бұрын
If you are using glfw and not creating the window/swapchain, graphics+present+transfer queues, sync primitives, syncing the sc present, loading extensions and loading the functions from DLL yourself are you really learning Vulkan? Every time I see someone else poll system runloop events on the same thread as render I shit myself
@OGLDEV
7 ай бұрын
Of course. GLFW is just used for simple and OS independent window creation. We will still need to create the window surface, swapchain and images, queue, command buffers, semaphores etc before we can even clear the window with some color. I'm trying to simplify things as much as possible at this stage, hence static linking and a bunch of other stuff. But the core Vulkan will be there. At some point in the future we can backtrack and explore more advanced stuff which is not a must at this stage. Regarding the second comment - the answer is again simplicity. I haven't seen anyone teaching Vulkan from the ground up by making the threading system ready from day one. There's a lot to cover on the API before we can start exploiting multi threading and performance in general.
@3rdGen-Media
7 ай бұрын
@@OGLDEV This is very ironic coming from someone making OpenGL videos supposedly to teach others. No one is going to teach you how to do the things that you are supposed to learn yourself. Vulkan is a c api but you aren’t going to find any pure c tutorials. Regarding threading you’re supposed to know how to put all that together through years of experience using the Win32 C api, pthreads, gcd, kqueue, io completion etc before trying to learn graphics. Youre a smart enough guy but you seem way too old to be this far behind
@OGLDEV
7 ай бұрын
I've been dealing with threads on various OSs and multiple APIs for almost twenty years so I don't think I'm far behind at all. I just don't think this is the right way to teach an API such as Vulkan. I find the step-by-step approach best for most people. Start simple and build from there.
@3rdGen-Media
7 ай бұрын
@@OGLDEV That's even worse bc I am not getting that impression. You need more experience than just implementing OpenGL 4+ using a 3rd party window library on desktop to fully understand what the driver is doing and you need to have done many of the things have been relying on other 3rd party libraries for yourself for proper comprehension. But most of all if you haven't applied any concurrency to your OpenGL render pipeline by at least isolating simulation, loading, render and control what is the point of moving to Vulkan or DX12?
@OGLDEV
7 ай бұрын
What can I tell you? Seems like people are very interested in learning Vulkan, even though their application can be implemented in OpenGL much faster and without performance bottlenecks. If I had a dollar for every time someone told me that OpenGL is dead and that I should move on to Vulkan I wouldn't have to work at all.
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