vulkan 14
- 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
- Making fireEngine's presentation state replaceable
- Adding a camera, depth, and culling to fireEngine
- Compiling and sampling fireEngine's first texture
- Turning fireEngine's renderer into the Vulkan facade
- 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