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vulkan

Trying to learn vulkan and Haskell hand in hand by doing a 2D engine.

./run.sh

TODO (doubling as a roadmap)

  • Separate vertex buffer
  • Sepaerate sempaphores per frame
  • Use inflight frame with proper flow
  • More than one in-flight frame
  • Proper synchronization between frames
  • Some memory is not properly freed before vulkan instance is destroyed
  • Just use VMA
  • Basic texture support
  • Make the use of required feaures explicit
  • Multiple sprites using different textures in one frame
  • Use a texture atlas probably? Not sure yet
  • Investigate sampler2DArray
  • Sprite back-to-front sorting
  • Alpha blending?
  • Generate Vertex and Index buffers per frame
  • Maybe images from the same buffer as well
  • Basic static (no animation) sprite
  • Sprite bacthing
  • Bindless textures
  • Buffer device addresses
  • GPU driven rendering (DrawIndirect, etc)
  • Basic DearImGUI integration
  • Somewhat model a single moving light source
  • Use normal maps on the static sprite to intract with the light sources
  • Use specular maps for more realism
  • Think about bloom and glow effects
  • Suuport multiple light sources
  • 2D global illumination