Open visceralchokehold opened 2 years ago
Compared to vulkan-tutorial.com, this is missing mipmaps, multisampling and loading models. For model loading, you can certainly find a suitable Rust crate (for either wavefront .obj files or even .gltf files), but I don't have a recommendation which one to use.
Having a look at the other vulkan-tutorial chapters (just to check if there's anything that's new after reading the chapters here), probably doesn't hurt, but there shouldn't be too large additional gaps.
Another popular Vulkan guide to have a look at is vkguide.dev.
Good next steps could be to implement some small demos of computer graphics techniques. (Maybe figure out how to use a geometry shader, or how to deal with simple shadows? Or try to implement a post-processing effect? Or simulate something in a compute shader?)
Sources with Vulkan (but not with Rust) can be the examples of Sascha Willems or the official Khronos example repository.
Straying away also from Vulkan (just for getting ideas what to try next, and a description what to do, even if not with which Vulkan commands), also check learnopengl.com.
And then books can give you even more ideas. Real-time Rendering is a standard reference on 3D graphics.
About the Vulkan cookbook I've heard/read some (convincing) not so favourable opinions, so I'm not recommending it. (But your opinion may be different. Best check before buying, though.)
I was wondering if you had any recommendation as to where to go after reaching the last chapter, since I know there’s missing content, would you recommend continuing with the vulkan-tutorial, if so what chapter?
Thank you.