Preparing fireEngine's first frame in flight
Create fireEngine's first graphics command pool, primary command buffer, binary semaphores, and fence, then group them into one frame-in-flight owner.
Create fireEngine's first graphics command pool, primary command buffer, binary semaphores, and fence, then group them into one frame-in-flight owner.
Compile a Slang vertex and fragment shader to SPIR-V, describe their C++ interface, and create fireEngine's first Vulkan 1.4 graphics pipeline.
Prepare fireEngine for rendering by introducing Vulkan Memory Allocator, creating a window swapchain, and viewing its presentable images.
Evolve fireEngine from creating a Vulkan instance to opening a window, selecting a Vulkan 1.4 physical device, and creating its logical queues.
Set up a reproducible C++23 and Vulkan build with vcpkg and CMake, then create and destroy the first Vulkan instance with Vulkan-Hpp RAII.
An introduction and release-by-release roadmap for the fireEngine devlog, connecting each working source checkpoint with its technical deep-dive.