cpp 22
- Measuring fireEngine's CPU work before adding another thread
- Proving fireEngine's secondary command path before measuring it
- Mapping fireEngine's path to multithreaded rendering
- Closing fireEngine 0.8 with focused ownership and executable scenarios
- Animating fireEngine's transforms without rebuilding resources
- Introducing format-neutral scene content to fireEngine
- Extending fireEngine's descriptions without introducing Vulkan
- Giving fireEngine's imported transforms enough vocabulary
- Growing fireEngine into an animated glTF renderer
- Turning fireEngine's renderer into the Vulkan facade
- Preparing fireEngine's scene data explicitly
- Building fireEngine's first scene graph
- Describing fireEngine's render assets without Vulkan
- Giving fireEngine a small maths vocabulary
- Testing fireEngine without a GPU
- Refactoring fireEngine for what comes next
- Rendering fireEngine's first triangle
- Preparing fireEngine's first frame in flight
- Creating fireEngine's first graphics pipeline
- Preparing fireEngine for its first frame
- Connecting fireEngine to its first Vulkan device
- Creating fireEngine's Vulkan foundation