Giving fireEngine's imported transforms enough vocabulary
Extend fireEngine with robust vector normalisation, quaternion rotation, decomposed TRS transforms, Vulkan camera matrices, and stable scene-node IDs.
Extend fireEngine with robust vector normalisation, quaternion rotation, decomposed TRS transforms, Vulkan camera matrices, and stable scene-node IDs.
A high-level plan for taking fireEngine from a structured triangle to an imported, textured, animated glTF scene with replaceable presentation state.
Hide fireEngine's Vulkan ownership behind Renderer, compile prepared scene assets into indexed GPU resources, and draw current instances explicitly.
Validate fireEngine's render assets, select the subset required by a scene, and cache a Vulkan-free preparation plan across transform-only changes.
Build a Vulkan-free scene graph that owns transformable nodes, resolves world transforms, and emits stable draw items for fireEngine's renderer.
Move fireEngine's vertices, indexed meshes, materials, render objects, and asset ownership into a typed CPU-side model with no Vulkan dependencies.
Add small Vec3, Vec4, and column-major Mat4 types so fireEngine can describe, compose, test, and upload its first scene transforms without Vulkan types.
Split fireEngine into reusable library, application, and Catch2 test targets, then test CPU-side decisions without opening a window or creating a GPU device.
A high-level plan for turning fireEngine's first triangle into a testable, Vulkan-free scene and rendering architecture that can grow with the tutorial.
Upload vertex and uniform data, record a Vulkan 1.4 dynamic-rendering draw, submit it with Synchronization 2, and present fireEngine's first triangle.