Summary
In this chapter, you learned how a Vulkan renderer can be created. After an overview of some of the objects and the relations between them, two helper libraries were introduced. Using vk-bootstrap and the VMA helps to reduce the number of lines of code needed for a renderer, and there are more abstraction layers that can be used to make it even more compact.
In the last section of the chapter, we inspected the implementation details of some of the Vulkan objects. You will find the pattern with one or more VK_STRUCTURE
objects carrying the desired properties of all Vulkan objects, making it easy to read the code once you get into it. Even if you will not extend the code or experiment with it, knowing details about the structures and objects of Vulkan should help you to build a mental model of the components needed for the rendering process in our game character animations.
In the next chapter, we will dive deeper into vertex and fragment shaders. You will learn how they...