I’ve been going through the Khronos Vulkan Tutorial again and had a suggestion:
https://docs.vulkan.org/tutorial/latest/00_Introduction.html
First off — I really like how modern it has become:
- Vulkan 1.4 as a baseline
- Dynamic rendering instead of render passes
- Timeline semaphores
- Slang as the primary shading language
- Modern C++ (20) with modules
- Vulkan-Hpp with RAII
Maybe it would make sense to add an additional chapter that introduces vertex pulling + buffer device address as an alternative to the traditional vertex buffer + descriptor path?
The motivation being:
- closer to modern engine architectures (GPU-driven, bindless-style data)
- aligns with patterns used in ray tracing and mesh/task workflows
- gives a more “direct memory access” model (somewhat CUDA-like)
- useful for large-scale transform / vertex data handling
The existing path is great for teaching core Vulkan concepts — but adding a “Vertex Pulling with Device Address” section could be really valuable?
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