Its time to give the player a body. Now that model assets exist, add a renderer (which will eventually be used for all entity models) which is given a pipeline and model asset. The vertex and index buffers for the model can be written to GPU and the renderer can render just the 1 model for now.
Will also probably need an instance buffer for the location of the player (and eventually any entity). This instance buffer should contain a chunk-model transformation matrix which shifts the model to the provided chunk when applying the transformation matrix for a given vertex.
Animated entities cannot share the same model vertex buffer, as the vertices need to be reuploaded to GPU when a model animates (changes vertex position).
Entities with the same model (regardless of if animated) can share the same index buffer.
Entities can share descriptor sets so long as they use the same material. These sets can be created at startup. Each set will need the chunkCamera uniform and the image-sampler for its texture(s).
Its time to give the player a body. Now that model assets exist, add a renderer (which will eventually be used for all entity models) which is given a pipeline and model asset. The vertex and index buffers for the model can be written to GPU and the renderer can render just the 1 model for now. Will also probably need an instance buffer for the location of the player (and eventually any entity). This instance buffer should contain a chunk-model transformation matrix which shifts the model to the provided chunk when applying the transformation matrix for a given vertex.