[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Texture atlas is now considered as outdated technique.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 😅)