entered the 3rd dimension
wasd movement
made a whole separate Camera class (look at me keepin things organized
)
- this means that now the
vulkan_rendererclass has model, projection, view, and transform matrices:- the model matrix tracks the transformations
- the view matrix essentially tracks where the camera is
- the projection matrix sets a perspective frustum in order to make things actually have perspective and not just be flat
- the lerping is also based on deltaTime, which means smooth movement no matter ur fps
- the mouse tracking is locked via
SDL_SetWindowRelativeMouseMode, and can be unlocked with the escape key
vertices and index buffers
-
right now, the vertices are being set manually in my code… however, importing obj (and maybe gltf and stl) files is next on the feature list, i’m planning on using
tinyobj - all the geometry is indexed, which basically means that instead of wasting a ton of memory repeating data for 36 raw vertices, you can just define the 8 corner vertices, then use an index buffer pass to tell the gpu how to connect those 8 vertices into 12 triangles
window resizing
- this was easy, basically just had to tell it to make new image views and framebuffers based on the current aspect ratio (w/h) when the size of the window changes
so now, its a spinning cube in a resizeable window that you can move around with wasd 
Comments 7
mystery link took me to peak
@RespectableDot tyty
chat is this peak or is this peak
beef noodle soup
@z0b1 james beef noodle m.d. approved
am also maing vulkan engine it been year still improving
@rajaryan1492007 I’ve been using it for 5 days
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