This area of the repository contains samples that are meant to demonstrate Vulkan API usage. The goal of these samples is to demonstrate how to use a given feature at the API level with as little abstraction as possible.
- Compute shader N-Body simulation
Compute shader example that uses two passes and shared compute shader memory for simulating a N-Body particle system. - Dynamic Uniform buffers
Dynamic uniform buffers are used for rendering multiple objects with separate matrices stored in a single uniform buffer object, that are addressed dynamically. - High dynamic range
Implements a high dynamic range rendering pipeline using 16/32 bit floating point precision for all calculations. - Hello Triangle
A self-contained (minimal use of framework) sample that illustrates the rendering of a triangle. - Instancing
Uses the instancing feature for rendering many instances of the same mesh from a single vertex buffer with variable parameters and textures. - Terrain Tessellation
Uses a tessellation shader for rendering a terrain with dynamic level-of-detail and frustum culling. - Texture loading
Loading and rendering of a 2D texture map from a file. - Texture run-time mip-map generation
Generates a complete mip-chain for a texture at runtime instead of loading it from a file.