Testing fireEngine without a GPU
Split fireEngine into reusable library, application, and Catch2 test targets, then test CPU-side decisions without opening a window or creating a GPU device.
Split fireEngine into reusable library, application, and Catch2 test targets, then test CPU-side decisions without opening a window or creating a GPU device.
A high-level plan for turning fireEngine's first triangle into a testable, Vulkan-free scene and rendering architecture that can grow with the tutorial.
Upload vertex and uniform data, record a Vulkan 1.4 dynamic-rendering draw, submit it with Synchronization 2, and present fireEngine's first triangle.
Create fireEngine's first graphics command pool, primary command buffer, binary semaphores, and fence, then group them into one frame-in-flight owner.
Compile a Slang vertex and fragment shader to SPIR-V, describe their C++ interface, and create fireEngine's first Vulkan 1.4 graphics pipeline.
Prepare fireEngine for rendering by introducing Vulkan Memory Allocator, creating a window swapchain, and viewing its presentable images.
Evolve fireEngine from creating a Vulkan instance to opening a window, selecting a Vulkan 1.4 physical device, and creating its logical queues.
Set up a reproducible C++23 and Vulkan build with vcpkg and CMake, then create and destroy the first Vulkan instance with Vulkan-Hpp RAII.
An introduction and release-by-release roadmap for the fireEngine devlog, connecting each working source checkpoint with its technical deep-dive.