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  • In this video we define and create meshes in the engine.
  • In this video, we continue the construction of a flexible shader system by creating a generic renderer-level interface and prepare ...
  • In this video, we setup the projection matrix to respond to window resizes and adjust the view matrix to respond to and regenerate ...
  • In this video we implement a custom binary format for meshes to facilitate faster load times, even on large meshes. We also hook ...
  • In this video, we describe and setup push constants to facilitate the model matrix upload to the GPU. I also do a couple ...

In-Depth Information on Kohi 054 Transforms Vulkan Game Engine Series

In this video we define and add This video addresses an issue that came up in video 070 regarding alignment. In this video, we begin the construction of a flexible shader system with an overview and refactoring of the existing material and UI ... In this video, we wrap up the shader system, integrate it into the material system, perform some interface simplification and ...

In this video I add a systems manager and begin porting all the

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