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Rust written map generator based on ongoing Vulkan learning.

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Map Generator powered by Vulkan

This project is mainly focused on the learning process of using Vulkan API with Rust. The goal is to explore techniques of abstracting the raw Vulkan API exposed by Vulkano through the development of a simple map generator.

Installation

Build and run the Vulkan backed window with:

cargo run

Remember to recompile shaders if changes are made to them.

./compile_shaders.sh

This will compile .vert and .frag files into Vulkan .spv SPIR-V bytecode, which will be read by the main application.

Vulkan Wrapping Architecture

Currently the architecture of the core Vulkan components are layed out as follows:

The diagram shows the dependencies between the components. The arrows can be read as "is dependent on". For example Device is dependent on Surface. In addition, the macro components Base, Fixture and Sweep also have dependencies amongst one another. Sweep is dependent on Fixture, which is itself dependent on Base. If any component within a macro component changes or gets updated, all macro components which depend on it needs to be rebuilt. For example, if the SwapChain is rebuilt, for example due to a window resize, the Fixture and all Sweeps dependent on said Fixture, need to be rebuilt on the new Fixture

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Rust written map generator based on ongoing Vulkan learning.

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