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The one and only Vulkan triangle, written in Rust.

Vulkan Triangle

Implementation of the Vulkan tutorial from https://kylemayes.github.io/vulkanalia/introduction.html, to teach myself Vulkan (and some Rust too). In time, I hope to expand this to some sort of engine-playground for experimenting with graphics programming. For now, there is:

  • A Vulkan instance provided by the vulkanalia crate
  • Error checking with validation layers
  • Physical and logical devices selection
  • A window surface and swapchain, with image views and framebuffers as needed
  • A render pass and pipeline
  • Shader modules
  • Vertex buffers, index buffers, staging buffers, uniform buffers, buffers everywhere
  • The Vulkan Triangle
  • Samplers and textures
  • A depth buffer
  • OBJ model loading
  • Mipmaps
  • Multisample antialiasing (MSAA)
  • Push constants
  • Primary and secondary command buffers

The code is being heavily commented as I go through the tutorial, so it can be useful as an implementation reference.

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