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by wudangmonk
739 days ago
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Its great to have more Vulkan resources but unfortunately this one too suffers from the same problem as every other resource I've found on getting something on the screen with Vulkan. They all introduce another layer of abstraction on top of Vulkan even before giving you the simple case without it. Its always use vk-bootstrap, volk, vma or someother library. Is there a single resource anywhere that gives an example of doing the memory management manually because I havent found one, it seems like its either use vma or go figure out the spec are the only choices you are given. Is it too much to ask to just get the most basic example without having to add any libraries other than the Vulkan sdk itself?. |
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in most games, there are about 3 "lifetimes": - permanent/startup - per-level - per-frame
and they're nested. so, you can use a single stack allocator for all of them. at the end of the frame/level, pop back to where it started
there are more complicated patterns, but this one will get you pretty far. you can use it on the CPU and the GPU