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Openai/692b5dfe-c870-8001-8b1b-e406111f0f53
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==== - The series is not about drawing a few shapes — it walks you through building a minimal but real “game engine / rendering engine” in Vulkan. GitHub<ref>{{cite web|title=GitHub|url=https://github.com/stymee/SilkVulkanTutorial|publisher=github.com|access-date=2025-11-29}}</ref> ==== * That means it deals with low-level graphics API details: device setup, swap chain, render passes, framebuffers, synchronization, and eventually rendering geometry, managing shaders, etc. The purpose is to give you a deep grasp of how modern graphics pipelines work — not just high-level abstractions. YouTube<ref>{{cite web|title=YouTube|url=https://www.youtube.com/playlist?list=PL8327DO66nu9qYVKLDmdLW_84-yE4auCR|publisher=youtube.com|access-date=2025-11-29}}</ref> * Many who learn graphics recommend building this “from scratch” with Vulkan because it forces you to understand how the GPU, memory, command buffers, and pipeline states all interconnect. Reddit<ref>{{cite web|title=Reddit|url=https://www.reddit.com/r/vulkan/comments/1b5zmut/how_to_learn_vulkan/|publisher=reddit.com|access-date=2025-11-29}}</ref> Given your background (you are comfortable with programming and also plan to learn CMake), this tutorial is well-suited: you’ll get hands-on with building infrastructure from the ground up.
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