In this video, I show you the final steps towards drawing a triangle with Vulkan, the first real progress we have been able to see. This series will show you how to create a game engine using Vulkan.
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I show you how to create a framebuffer, pipeline and command pool. Recording command buffers and drawing frames. I explain the different types of store and load operations. In the next episode, we will work on recreating the swap chain, resizing the window and fixing the warning from our debug messenger.
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