Core Summary: In this video, we continue the construction of a flexible shader system by creating a generic renderer-level interface and prepare ... In this video, we begin the construction of a flexible shader system with an overview and refactoring of the existing material and UI ...

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In this video, we begin the construction of a flexible shader system with an overview and refactoring of the existing material and UI ... This video addresses an issue that came up in video 070 regarding alignment. In this video, we continue the construction of a flexible shader system by creating a generic renderer-level interface and prepare ...

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In this video, we continue the construction of a flexible shader system by creating a generic renderer-level interface and prepare ... This video discusses and implements a first pass at memory alignment, in preparation for the next renderer feature.

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This video explains and implements the Linux version of the platform layer. This video completes a long-awaited goal of adding official support for our third platform, macOS.

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  • In this video, we continue the construction of a flexible shader system by creating a generic renderer-level interface and prepare ...
  • This video discusses and implements a first pass at memory alignment, in preparation for the next renderer feature.
  • This video addresses an issue that came up in video 070 regarding alignment.
  • In this video, we begin the construction of a flexible shader system with an overview and refactoring of the existing material and UI ...
  • This video explains and implements the Linux version of the platform layer.
  • This video completes a long-awaited goal of adding official support for our third platform, macOS.

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Kohi #071: Custom Vulkan Allocator (Vulkan Game Engine Series)

Kohi #071: Custom Vulkan Allocator (Vulkan Game Engine Series)

Read more details and related context about Kohi #071: Custom Vulkan Allocator (Vulkan Game Engine Series).

Kohi #070.1: Alignment Fixes Patch (Vulkan Game Engine Series)

Kohi #070.1: Alignment Fixes Patch (Vulkan Game Engine Series)

This video addresses an issue that came up in video 070 regarding alignment.

Kohi #070: Memory Alignment, Allocator Updates (Vulkan Game Engine Series)

Kohi #070: Memory Alignment, Allocator Updates (Vulkan Game Engine Series)

This video discusses and implements a first pass at memory alignment, in preparation for the next renderer feature.

Kohi #043: Dynamic Allocator (Vulkan Game Engine Series) (Re-Upload)

Kohi #043: Dynamic Allocator (Vulkan Game Engine Series) (Re-Upload)

Read more details and related context about Kohi #043: Dynamic Allocator (Vulkan Game Engine Series) (Re-Upload).

Adding a Systems Manager to the VULKAN GAME ENGINE(Kohi Ep. 84, Live Stream 2023.01.11)

Adding a Systems Manager to the VULKAN GAME ENGINE(Kohi Ep. 84, Live Stream 2023.01.11)

In this video I add a systems manager and begin porting all the

Kohi #047: Shader System Part 3 (Vulkan Game Engine Series)

Kohi #047: Shader System Part 3 (Vulkan Game Engine Series)

In this video, we continue the construction of a flexible shader system by creating a generic renderer-level interface and prepare ...

Kohi #005: Linux Platform Layer (Vulkan Game Engine Series)

Kohi #005: Linux Platform Layer (Vulkan Game Engine Series)

This video explains and implements the Linux version of the platform layer.

Kohi #072: Generic Renderbuffers (Vulkan Game Engine Series)

Kohi #072: Generic Renderbuffers (Vulkan Game Engine Series)

Read more details and related context about Kohi #072: Generic Renderbuffers (Vulkan Game Engine Series).

Kohi #045: Shader System Part 1 (Vulkan Game Engine Series)

Kohi #045: Shader System Part 1 (Vulkan Game Engine Series)

In this video, we begin the construction of a flexible shader system with an overview and refactoring of the existing material and UI ...

I ported my VULKAN GAME ENGINE to macOS! (Kohi Ep. 076, Vulkan Game Engine Series)

I ported my VULKAN GAME ENGINE to macOS! (Kohi Ep. 076, Vulkan Game Engine Series)

This video completes a long-awaited goal of adding official support for our third platform, macOS. This builds off work contributed ...