Using helper libraries for Vulkan
Having full control of your graphics hardware sounds cool, but the extensive amount of code for the basic initialization might scare people who are new to Vulkan. Writing about 1,000 lines of code just to get a colored triangle onto the screen may sound frightening.
To reduce the code a bit, two helper libraries are integrated:
- vk-bootstrap, the Vulkan Bootstrap, which is for the first steps of creating the instance, device, and swapchain
- The Vulkan Memory Allocator (VMA), taking some of the complexity out of the memory management out of the code
We start with the simplification of the creation of the most important objects.
Initializing Vulkan via vk-bootstrap
If you visit the GitHub page for vk-bootstrap at https://github.com/charles-lunarg/vk-bootstrap, the benefits are listed right at the top of the README
file. It will help you with all the steps needed for the following:
- Instance creation, enabling the validation...