Game engine based on Kohi. Youtube videos from TravisVroman
- Kohi #000: Game Engine Architecture and Overview
- Kohi #001: Game Engine Setup for WINDOWS
- Kohi #002: Game Engine Setup for LINUX
- Kohi #003: Logging and Assertions (Kohi Vulkan Game Engine Series)
- Kohi #004: Windows Platform Layer
- Kohi #005: Linux Platform Layer
- Kohi #006: Application Layer and Entry Point
- Kohi #007: Memory Subsystem
- Kohi #008: Events
- Kohi #009: Input Part 1
- Kohi #010: Input Part 2 - Windows
- Kohi #011: Input Part 3 - Linux
- Kohi #012: Renderer Overview
- Kohi #013: Starting Vulkan Renderer!
- Kohi #014: Vulkan Extensions, Validation Layers, Debugger
- Kohi #015: Vulkan Surface and Physical Device
- Kohi #016: Vulkan Logical Device and Queues
- Kohi #017: Vulkan Swapchain, Images and Depth Buffer
- Kohi #018: Vulkan Renderpass
- Kohi #019: Vulkan Command Pools and Buffers
- Kohi #020: Vulkan Framebuffers and Sync Objects
- Kohi #021: BIG Milestone! (Clearing the Screen)
- Kohi #022: Build System Update and Math Library Part 1
- Kohi #023: Math Library Part 2: Matrices and Quaternions
- Kohi #024: Vulkan Graphics Pipeline
- Kohi #24.5 Game Engine Development Live Stream
- Kohi #025: Vulkan Shader Modules
- Kohi # 026: Vulkan Graphics Pipeline
- Kohi # 027: Vulkan Buffers
- Kohi # 028: A Triangle! A Quad!
- Kohi #029: Uniforms and Descriptors
- Kohi #029.1: Fixing UBO/Vulkan Crash
- Kohi #030: Push Constants and Model Matrix
- Kohi #031: Input and Moving the Camera
- Kohi #032: Images and Textures, Part 1
- Kohi #033: Images and Textures, Part 2
- Kohi #034: Loading and Swapping Textures
- Kohi #034.1: Fixing Uniform Buffers
- Kohi #035: Texture System
- Kohi #036: Material System
- Kohi #037: Geometry System
- Kohi #038: Resource System
- Kohi #039: Multiple Render Passes
- Kohi #040: Drawing to the UI Layer/2D Geometry
- Kohi #041: Roadmap and Series Plans
- Kohi #042: Free List (plus a bonus!)
- Kohi #043: Dynamic Allocator (Re-Upload)
- Kohi #044: Dynamic Vulkan Buffers
- Kohi #045: Shader System Part 1
- Kohi #046: Shader System Part 2
- Kohi #047: Shader System Part 3
- Kohi #048: Finalizing the Shader System
- Kohi #049: Directional Lighting
- Kohi #050: Specular Lighting
- Kohi #051: Normal Maps
- Kohi #052: Point Lights and Debug Modes
- Kohi #053: Meshes, Part 1
- Kohi #054: Transforms
- Kohi #055: Meshes Part 2: Loading from OBJ File
- Kohi #056: Custom Binary Mesh File Format
- Kohi #057: Enhancing Texture Maps
- Kohi #058: Writeable textures
- Kohi #059: Render Targets and Configurable Renderpasses
- Kohi #060: Camera System
- Kohi #061: View System
- Kohi #062: Transparency
- Kohi #063: Cubemaps and Skybox
- Kohi #064: Toolchain
- Kohi #065: Multithreading Part 1, Linux
- Kohi #066: Multithreading Part 2, Windows
- Kohi #067: Job System
- Kohi #068: Jobifying Texture and Mesh Loading
- Kohi #069: Bug Fix Pass
- Kohi #070: Memory Alignment, Allocator Updates
- Kohi #070.1: Alignment Fixes Patch
- Kohi #071: Custom Vulkan Allocator
- Kohi #072: Generic Renderbuffers
- Kohi #073: UTF-8 and Text Rendering Part 1, Bitmap Fonts
- Kohi #074: Text Rendering Part 2, Font System and UI Text
- Kohi #075: Text Rendering Part 3, System Text