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YouTube

Make Shinier, Faster Mobile Games with Vulkan

Android Developers via YouTube

Overview

Explore the intricacies of integrating Vulkan support into existing mobile game codebases in this Google I/O 2016 conference talk. Delve into the logistics and technical aspects of transitioning from OpenGL ES to Vulkan, a high-efficiency graphics API designed for cross-platform usage. Learn about validation layers, command buffers, queues, pipelines, descriptor sets, render passes, image layouts, and memory management in Vulkan. Discover performance considerations, render loop optimization techniques, and the use of push constants for fast shader value updates. Gain insights on porting Vulkan applications from desktop to mobile platforms, addressing challenges such as limited 3-channel format support and varying image layout behaviors.

Syllabus

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

Taught by

Android Developers

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