Learn the Vulkan API with C++
Learn the Vulkan API with C++, available at $84.99, has an average rating of 4.76, with 33 lectures, based on 788 reviews, and has 7922 subscribers.
You will learn about Create 3D graphical applications using C++ and the Vulkan API What the Vulkan API is Set up Vulkan to work on a GPU Create essential Vulkan elements such as the Swapchain, Pipeline, and Command Buffers Load in models from external files Descriptor Sets and Push Constants (including Dynamic Uniform Buffers) Implementing a Depth Buffer Using Textures Subpasses and Multiple Subpasses This course is ideal for individuals who are People who know a bit about graphics and want to learn the latest cutting-edge graphics API. It is particularly useful for People who know a bit about graphics and want to learn the latest cutting-edge graphics API.
Enroll now: Learn the Vulkan API with C++
Summary
Title: Learn the Vulkan API with C++
Price: $84.99
Average Rating: 4.76
Number of Lectures: 33
Number of Published Lectures: 32
Number of Curriculum Items: 33
Number of Published Curriculum Objects: 32
Original Price: $199.99
Quality Status: approved
Status: Live
What You Will Learn
- Create 3D graphical applications using C++ and the Vulkan API
- What the Vulkan API is
- Set up Vulkan to work on a GPU
- Create essential Vulkan elements such as the Swapchain, Pipeline, and Command Buffers
- Load in models from external files
- Descriptor Sets and Push Constants (including Dynamic Uniform Buffers)
- Implementing a Depth Buffer
- Using Textures
- Subpasses and Multiple Subpasses
Who Should Attend
- People who know a bit about graphics and want to learn the latest cutting-edge graphics API.
Target Audiences
- People who know a bit about graphics and want to learn the latest cutting-edge graphics API.
Learn one of the hottest new Graphics APIs in the industry!
The Vulkan API was released in 2016 as the high-performance successor to OpenGL, and is already used in a wide range of modern graphical applications, including video games such as Doom Eternal, Red Dead Redemption 2, and Rainbow Six: Siege.
If you’re looking for the most modern, high-quality graphics, then look no further than Vulkan!
The Vulkan API is very new when compared to most graphics APIs out there, and so there aren’t yet that many in-depth tutorials to help you learn it. I hope to fix that with this course!
In this course, you will learn how to set up and use a Vulkan application, as well as implement several key features exclusive to Vulkan itself, such as Descriptor Sets, Push Constants, and Subpasses. Each aspect is explained in great amounts of detail, to ensure you reallyunderstand what all the parts mean, and how they all connect together.
I want to help you learn.If you still don’t understand something after a lesson, then you just have to let me know! If something didn’t make sense, or you just want clarification on a subject, I’ll try my best to give you a more detailed insight into those intricacies, and ensure you have a proper understanding of Vulkan.
It is my goal, that when you finally finish the course, you will have enough knowledge of Vulkan to create your own Vulkan applications, and eventually gain enough experience to design the graphical applications you have only dreamed of!
Course Curriculum
Chapter 1: Introduction
Lecture 1: About This Course
Chapter 2: Vulkan Core
Lecture 1: [THEORY] Overview of Vulkan
Lecture 2: [CODE] Setup & Compatibility Test
Lecture 3: [THEORY] Instances, Devices, and Validation Layers
Lecture 4: [CODE] Window, Instances, and Devices
Lecture 5: [CODE] Validation Layers
Lecture 6: [THEORY] Surfaces, Image Views, and the Swapchain
Lecture 7: [CODE] Swapchain Part 1: The Surface
Lecture 8: [CODE] Swapchain Part 2: Creating the Swapchain and Image Views
Lecture 9: [THEORY] Graphics Pipeline
Lecture 10: [CODE] Graphics Pipeline Part 1: Shader Modules
Lecture 11: [CODE] Graphics Pipeline Part 2: Fixed Functionality and the Render Pass
Lecture 12: [THEORY] Framebuffers, Command Buffers, and Synchronization
Lecture 13: [CODE] Framebuffer and Command Buffers
Lecture 14: [CODE] Drawing and Synchronisation
Lecture 15: [THEORY] Resource Loading
Lecture 16: [CODE] Resource Loading Part 1: Vertex Input
Lecture 17: [CODE] Resource Loading Part 2: Index Buffers and Staging Buffers
Chapter 3: Important Techniques
Lecture 1: [THEORY] Descriptor Sets and Push Constants
Lecture 2: [CODE] Descriptor Sets: Uniform Buffers
Lecture 3: [CODE] Descriptor Sets: Dynamic Uniform Buffers
Lecture 4: [CODE] Push Constants
Lecture 5: [THEORY] Depth Buffer
Lecture 6: [CODE] Depth Buffer
Lecture 7: [THEORY] Textures
Lecture 8: [CODE] Textures Part 1: Image Setup & Pipeline Barriers
Lecture 9: [CODE] Textures Part 2: Samplers & Descriptors
Lecture 10: [CODE] Model Loading
Lecture 11: [THEORY] Subpasses
Lecture 12: [CODE] Subpasses
Chapter 4: Outro
Lecture 1: Summary and Further Reading
Lecture 2: [BONUS] Bonus Content
Instructors
-
Ben Cook
Freelance Developer
Rating Distribution
- 1 stars: 4 votes
- 2 stars: 5 votes
- 3 stars: 39 votes
- 4 stars: 226 votes
- 5 stars: 514 votes
Frequently Asked Questions
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