Making myself a little Vulkan Engine using C++.
I named it hyper because I want to make a fast-ish engine (probably not how it'll turn out haha).
I want to completely understand how the whole vulkan graphics pipeline works, so I will not be using any tools such as vk-bootstrap.
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I am using:
- GLFW for window creation
- Vulkan-Hpp as a C++ wrapper for the vulkan API
- stb_image from stb for image loading
- VulkanMemoryAllocator for memory management
- Vulkan Tutorial for in-depth Vulkan setup
- Vulkan Guide for a more high-level look into Vulkan
- Vulkan Registry for API usage/spec
- Vulkan Docs for more API use/spec
- VMA Docs for API use/spec for VulkanMemoryAllocator
- GIGD Vulkan Project for a more in-depth look into Vulkan
- Sascha Willems' Vulkan Examples for examples of specific Vulkan features
- Vulkan Minimal Example for an example of unique handles
You can build this on Windows using the included Visual Studio 2022 solution.
I plan to one day learn CMake or Premake, but until then, Windows FTW
Builds may be found here sometimes, but I probably won't upload them too often until I am way later in development.
It's probably a good idea to put the licenses of the tools used in this project here.
All code produced is under the GPL-3.0 License, except for the projects listed below:
- GLFW is licensed under the zlib/libpng license, and the license file is in vendor/GLFW.
- stb_image is both in the public domain (Unlicense) and underneath the MIT License, and the license file is in vendor/stb.
- Vulkan-Hpp is licensed under the Apache License 2.0, and the license is found online here.
- VulkanMemoryAllocator is licensed under the MIT License, and the license is found online here.