Vulkanised 2023 Tutorial: An Introduction to Vulkan

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  • Опубліковано 17 лис 2024

КОМЕНТАРІ • 29

  • @meow75714
    @meow75714 Рік тому +9

    This was the much needed Vulkan tutorial for a newbie. Much Love for this work.

  • @bit5639
    @bit5639 23 дні тому

    Great tutorial. You even made it that I can understand it with only bavarian Hauptschulabschluss.

  • @KRWE2024
    @KRWE2024 8 місяців тому

    Thank you for the lecture. Awesome slides and very insightful for beginners

  • @pixelkiller67
    @pixelkiller67 4 місяці тому

    this hat off the best video for beginners i have seen

  • @brhbdjdj9981
    @brhbdjdj9981 Рік тому +7

    Thank you for this amazing lecture.

  • @BigMintyMitch
    @BigMintyMitch Рік тому +3

    This is a great video. Thank you for posting, it has helped immensely with my understanding of Vulkan.

  • @alexmassy
    @alexmassy 9 місяців тому

    Amazing. Thanks for the video. Love the schema.

  • @cerulity32k
    @cerulity32k Рік тому +1

    Great tutorial! Very clear and simple. Vulkan really is a breath of fresh air after OpenGL, I love it!

  • @alexdesander
    @alexdesander Рік тому +4

    Phenomenal Video

  • @minseokjeong1881
    @minseokjeong1881 10 місяців тому +1

    Finally found!

  • @jinYi-sf3zm
    @jinYi-sf3zm 10 місяців тому

    There seems to be some problem with multiple vertex buffers at 37:25 in the video. The vertex input in the shader does not specify the binding and the default value is 0. Therefore, the binding corresponding to in_position, in_tex_coord, and in_normal in the Vulkan code should all be 0 instead of 0, 1, and 2.

    • @aLukeForYou
      @aLukeForYou 10 місяців тому

      Vertex inputs don't allow specifying a binding id in the shader code, just location. The binding id in the VkVertexInputAttributeDescription struct you are refering to is connected to the order of vertex buffers that are bound. The location id in this struct is linked to the vertex input locations in the vertex shader code.

  • @ostrich_dog
    @ostrich_dog 5 місяців тому +1

    hi, is there a task list for parts 2, 3 and 4?

  • @hokiper
    @hokiper Рік тому +7

    Any way we can get access to the resulting code of the coding sessions?

    • @cgtuwien
      @cgtuwien Рік тому

      We've tried to post the links here several times, but UA-cam keeps removing them. Also the instructions of how to find them on the internet are getting removed. We'll try to get the links added to the video description.

    • @johannesugb
      @johannesugb Рік тому +1

      Good news: Link to framework and instructions for PART 1 have been added to the video description. :)

    • @lalitshankarchowdhury5939
      @lalitshankarchowdhury5939 2 місяці тому

      @@johannesugb Can we get access to the later parts?

  • @messapatingy
    @messapatingy Рік тому +6

    Seems like a Vulkan queue is not at all like the traditional "computer science" first-in first-out queue, but more like an N-Lane motorway.

    • @cgtuwien
      @cgtuwien Рік тому +4

      Yeah, that's a great description! And with synchronization, you introduce traffic rules.

    • @amiladrck
      @amiladrck 3 місяці тому

      @@cgtuwien Now the word "barrier" makes more sense

  • @BlackAtlasMaps
    @BlackAtlasMaps 11 місяців тому +1

    Is the solution for part 1 tasks posted anywhere?

  • @YERAFirearms
    @YERAFirearms Рік тому

    Do you have demos that I can run on Arch/Wayland/Vulkan?

  • @andreyVK_D3D
    @andreyVK_D3D Рік тому +1

    Thanks, It's time ti replace old/legacy GLSL to Modern HLSL

    • @ProGaming-kb9io
      @ProGaming-kb9io Рік тому +5

      Either way, it will be compiled to SPIR-V, so it doesn't matter too much :)

  • @pynimp
    @pynimp 6 місяців тому

    is vulkan a battery? cause i have a battery and it's from vulkan.

  • @xiaoxiao-r7s
    @xiaoxiao-r7s 11 місяців тому

    huawei