Make Shinier, Faster Mobile Games with Vulkan

Make Shinier, Faster Mobile Games with Vulkan

Android Developers via YouTube Direct link

Porting Within Vulkan Going from desktop to mobile • Limited 3 channel formats for certain usage

20 of 21

20 of 21

Porting Within Vulkan Going from desktop to mobile • Limited 3 channel formats for certain usage

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Classroom Contents

Make Shinier, Faster Mobile Games with Vulkan

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

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