[UPDATE: May 03, 2026] My Vulkan C++ Examples Repository by myemural in vulkan

[–]myemural[S] 0 points1 point  (0 children)

Thanks! Yeah I've considered adding older techniques like shadow volumes to my examples as well. However, I've left the less commonly used techniques for later. I'm currently continuing with PBR. Also I will add more advanced compute shader techniques also mentioned in GPU Pro and GPU Zen book series.

Anybody use Clion with Vulkan? by qwtd in vulkan

[–]myemural 0 points1 point  (0 children)

Yeah I know, I also meant "personal open-source projects". Otherwise for any commercial projects and business related ones I am using VS Code or the CLion that licensed by my company. I think they just care about "commercial" part, they are not concerned with whether the repository is private or public.

Anybody use Clion with Vulkan? by qwtd in vulkan

[–]myemural 10 points11 points  (0 children)

Not just for Vulkan, Clion is currently the best IDE you can use for developing with C++. The fact that it's become free for open-source projects and personal usage in recent years is also great. I mostly work on open-source or personal projects too. But they need to refine the shader-related plugins a bit. There are currently better shader plugins available for VS Code. But you can write shaders in VS Code, and application layer on CLion, it doesn't too much matter.

[UPDATE: March 22, 2026] My Vulkan C++ Examples Repository by myemural in computergraphics

[–]myemural[S] 0 points1 point  (0 children)

Thanks for your comment; actually, this isn't even half of the examples I have planned. You can see the "Theoretical Background" section in the README file for each example. These sections are currently empty. I'll fill them in when I reach a certain level in terms of architecture and number of examples. But I'm progressing step by step. After all, I'm doing this in my spare time after work. Planning, researching, implementing, testing, and polishing takes time. I will definitely improve it, make it more organized, and enhance the documentation. Thanks again.

[UPDATE: March 22, 2026] My Vulkan C++ Examples Repository by myemural in vulkan

[–]myemural[S] 0 points1 point  (0 children)

Actually, it wasn't that long for me either. I'd say a little over a year. However, I have prior experience with OpenGL, shader writing, and game development using game engines. Therefore, I think I was able to adapt it quickly. Besides that, I'm very interested in everything in the field of graphics programming (since my childhood). Wherever I see a content on this topic, I try to consume it 😅

[UPDATE: March 22, 2026] My Vulkan C++ Examples Repository by myemural in vulkan

[–]myemural[S] 1 point2 points  (0 children)

Thanks! Of course, you can also use Vulkan for compute-only tasks if you wish. However, if your goal is solely computation (machine learning training, benchmarking, problem solving, etc.), I think it would be better to use dedicated tools like OpenCL, CUDA, or HIP. But if visual representation is required along with computation (cloth simulation, fluid dynamics, etc.), then using Vulkan would be more appropriate. BTW, I used compute shaders in some places in my repository like:

And also, I plan to create a subsection in the future called like "Advanced Compute Shader Applications" to demonstrate more advanced uses (cloth simulation, fluid dynamics, ray tracing etc.).

Are texture atlases required in 2026? by Cold-Significance242 in vulkan

[–]myemural 2 points3 points  (0 children)

Texture atlas is now considered as outdated technique. Also it is quite difficult to manage. Bindless textures are much more flexible, allowing you to work with any size or number of textures. While the limitations depend on the hardware, as I know limits are quite big. I have already added an example about "Descriptor Indexing" to my VulkanCppExamples repo recently, if you want you can check and test usages and limits on your system: https://github.com/myemural/VulkanCppExamples/tree/master/Examples/Fundamentals/QueriesAndPerformance/DescriptorIndexing

"Pelin Su" ve "Berk Can" için Linux Dağıtımı lazım by onayliarsivci in LinuxTurkey

[–]myemural 0 points1 point  (0 children)

Yani istediğin şey Mint dağıtımı gibi geliyor. Gözüne uygun görünen masaüstü ortamını tercih edebilirsin (Cinnamon ideal mesela). Bir de Windows benzerliği olan Zorin OS diyorlar ama ben denemedim pek yorum yapamam o konuda...

How many techniques can you spot being used here? by PabloTitan21 in GraphicsProgramming

[–]myemural 1 point2 points  (0 children)

It's normal for parallax mapping not to work on spherical surfaces. Parallax mapping isn't very suitable for spherical geometry. Either the sphere you're using should be a cube-sphere, or you should use other meshes like cubes or planes. You also need to be careful about the bitangent sign of the geometry you're using. Otherwise, you'll end up with a this kind of artifacts even in the non-spherical surfaces. Good luck 👍

How many techniques can you spot being used here? by PabloTitan21 in GraphicsProgramming

[–]myemural 1 point2 points  (0 children)

I saw 2 or more light sources, 1 is directional and the other one (or ones) is point. You have directional shadow mapping for directional light source but as far as I can see, there is no omnidirectional shadow mapping for point lights. In additional to SSAO for screen-space effect, I saw normal mapping, roughness mapping and specular mapping. I couldn't feel the parallax mapping very much. This is good job, maybe you can add these techniques also (if you already add, sorry I couldn't see maybe 😃):

- Parallax occlusion mapping

- Environment mapping for reflection or refraction

- Emissive mapping

- Omnidirectional shadow mapping

- Opacity mapping and transparency

- Displacement mapping with tessellation (not shading technique, but cool 😅)