Media Summary: This video explains and implements the Linux version of the platform This video goes over the creation of our first systems of the In this we add a metrics system and perform a bit of much-needed housekeeping in the

Kohi 006 Application Layer And Entry Point Vulkan Game Engine Series - Detailed Analysis & Overview

This video explains and implements the Linux version of the platform This video goes over the creation of our first systems of the In this we add a metrics system and perform a bit of much-needed housekeeping in the In this video, before continuing on, we resolve some long-standing (as well as some new) bugs that have been reported. In this video, we describe and setup push constants to facilitate the model matrix upload to the GPU. I also do a couple ... In this video, we utilize multithreading and mutexes to build our job system.

This video implements the beginnings of an input subsystem. This video continues the implementation of In this video, I take a step back and discuss where we are with the project, as well as some upcoming changes to the In this video, the build system is updated to use make, which results in a dramatic speed-up of build times. The math library is also ... In this video, we further extend the lighting system by adding In this video we implement the beginnings of a camera system, in preparation for the upcoming view system.

In this video, we add a Texture System to manage textures as well as a few supporting bits such as a hashtable. In this video we implement the view system, which will pave the way for a configurable frame workflow.

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Kohi #006: Application Layer and Entry Point (Vulkan Game Engine Series)
Kohi #005: Linux Platform Layer (Vulkan Game Engine Series)
Kohi #004: Windows Platform Layer (Vulkan Game Engine Series)
Kohi #003: Logging and Assertions (Kohi Vulkan Game Engine Series)
Organizing the Application Layer of the VULKAN GAME ENGINE (Kohi Episode 079)
Kohi #069: Bug Fix Pass (Vulkan Game Engine Series)
Kohi #030: Push Constants and Model Matrix (Vulkan Game Engine Series)
Kohi #067: Job System (Vulkan Game Engine Series)
Kohi #010: Input Part 2 - Windows (Vulkan Game Engine Series)
Kohi #015: Vulkan Surface and Physical Device (Vulkan Game Engine Series)
Kohi #041: Roadmap and Series Plans (Vulkan Game Engine Series)
Kohi #022: Build System Update and Math Library Part 1 (Vulkan Game Engine Series)
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Kohi #006: Application Layer and Entry Point (Vulkan Game Engine Series)

Kohi #006: Application Layer and Entry Point (Vulkan Game Engine Series)

This video explains and implements the

Kohi #005: Linux Platform Layer (Vulkan Game Engine Series)

Kohi #005: Linux Platform Layer (Vulkan Game Engine Series)

This video explains and implements the Linux version of the platform

Kohi #004: Windows Platform Layer (Vulkan Game Engine Series)

Kohi #004: Windows Platform Layer (Vulkan Game Engine Series)

This video reviews what the platform

Kohi #003: Logging and Assertions (Kohi Vulkan Game Engine Series)

Kohi #003: Logging and Assertions (Kohi Vulkan Game Engine Series)

This video goes over the creation of our first systems of the

Organizing the Application Layer of the VULKAN GAME ENGINE (Kohi Episode 079)

Organizing the Application Layer of the VULKAN GAME ENGINE (Kohi Episode 079)

In this we add a metrics system and perform a bit of much-needed housekeeping in the

Kohi #069: Bug Fix Pass (Vulkan Game Engine Series)

Kohi #069: Bug Fix Pass (Vulkan Game Engine Series)

In this video, before continuing on, we resolve some long-standing (as well as some new) bugs that have been reported.

Kohi #030: Push Constants and Model Matrix (Vulkan Game Engine Series)

Kohi #030: Push Constants and Model Matrix (Vulkan Game Engine Series)

In this video, we describe and setup push constants to facilitate the model matrix upload to the GPU. I also do a couple ...

Kohi #067: Job System (Vulkan Game Engine Series)

Kohi #067: Job System (Vulkan Game Engine Series)

In this video, we utilize multithreading and mutexes to build our job system.

Kohi #010: Input Part 2 - Windows (Vulkan Game Engine Series)

Kohi #010: Input Part 2 - Windows (Vulkan Game Engine Series)

This video implements the beginnings of an input subsystem.

Kohi #015: Vulkan Surface and Physical Device (Vulkan Game Engine Series)

Kohi #015: Vulkan Surface and Physical Device (Vulkan Game Engine Series)

This video continues the implementation of

Kohi #041: Roadmap and Series Plans (Vulkan Game Engine Series)

Kohi #041: Roadmap and Series Plans (Vulkan Game Engine Series)

In this video, I take a step back and discuss where we are with the project, as well as some upcoming changes to the

Kohi #022: Build System Update and Math Library Part 1 (Vulkan Game Engine Series)

Kohi #022: Build System Update and Math Library Part 1 (Vulkan Game Engine Series)

In this video, the build system is updated to use make, which results in a dramatic speed-up of build times. The math library is also ...

Kohi #052: Point Lights and Debug Modes (Vulkan Game Engine Series)

Kohi #052: Point Lights and Debug Modes (Vulkan Game Engine Series)

In this video, we further extend the lighting system by adding

Kohi #060: Camera System (Vulkan Game Engine Series)

Kohi #060: Camera System (Vulkan Game Engine Series)

In this video we implement the beginnings of a camera system, in preparation for the upcoming view system.

Kohi #035: Texture System (Vulkan Game Engine Series)

Kohi #035: Texture System (Vulkan Game Engine Series)

In this video, we add a Texture System to manage textures as well as a few supporting bits such as a hashtable.

Kohi #009: Input Part 1 (Vulkan Game Engine Series)

Kohi #009: Input Part 1 (Vulkan Game Engine Series)

This video implements the beginnings of an input subsystem.

Kohi #000: Game Engine Architecture and Overview (Vulkan Game Engine Series)

Kohi #000: Game Engine Architecture and Overview (Vulkan Game Engine Series)

This video is the introduction to the

Kohi #061: View System (Vulkan Game Engine Series)

Kohi #061: View System (Vulkan Game Engine Series)

In this video we implement the view system, which will pave the way for a configurable frame workflow.

Kohi # 027: Vulkan Buffers (Vulkan Game Engine Series)

Kohi # 027: Vulkan Buffers (Vulkan Game Engine Series)

In this video, we setup the