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Realtime graphics rendering engine built on vulkan.

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archeoptical

This project was mainly started for learning vulkan. I went with a RAII method of handling resources. Because of this the swapchain is easily recreated when resizing the window or if otherwise lost as well as application cleanup is pretty simple as well.

I also tried to encapsulate what I can in a OO fashion however at one point this all falls apart because all the objects are coupled with other object. This is when I fell back to more basic procedural style of coding. However, even like this I'm still using the block scopes for easy pipeline cleanup and re-creation when context is lost.

Might be a good idea to add some screenshots here.

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Realtime graphics rendering engine built on vulkan.

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