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Make Shinier, Faster Mobile Games with Vulkan
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- 1 Intro
- 2 Hai Nguyen Creative Technology Lead on Art Copy & Code
- 3 Cinder C++ Creative Coding Framework . General Information
- 4 Validation Layers Helpful New Friends
- 5 Friendly Reminders Basics
- 6 Command Buffers Ordering the GPU around
- 7 Queues Processing requests
- 8 Queues Sharp edges
- 9 Pipelines Pipeline State Objects
- 10 Descriptor Sets Sharp edges
- 11 Render Passes Subpasses
- 12 Render Pass + Framebuffers Relationship of Subpass and Attachments
- 13 Image Layouts
- 14 Pipeline Barriers
- 15 Memory Management II Reads and writes
- 16 Shaders
- 17 Friendly Reminders General performance considerations
- 18 Render Loops Multiple frames in flight
- 19 Push Constants Fast updates to shader values
- 20 Porting Within Vulkan Going from desktop to mobile • Limited 3 channel formats for certain usage
- 21 Porting Within Vulkan Going from desktop to mobile . Image layout behavior may vary