Vulkan Game Engine Series Written in C (Kohi Game Engine)
234 videos • 394,359 views • by Travis Vroman
In this series, we build a game engine from the ground up in C, using Vulkan.
1
How to Make a Game Engine: Introducing the VULKAN GAME ENGINE Series! (Kohi Game Engine)
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2
Kohi #000: Game Engine Architecture and Overview (Vulkan Game Engine Series)
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3
Kohi #001: Game Engine Setup for WINDOWS (Vulkan Game Engine Series)
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4
Kohi #002: Game Engine Setup for LINUX (Vulkan Game Engine Series)
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5
Kohi #003: Logging and Assertions (Kohi Vulkan Game Engine Series)
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6
Kohi #004: Windows Platform Layer (Vulkan Game Engine Series)
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7
Kohi #005: Linux Platform Layer (Vulkan Game Engine Series)
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8
Kohi #006: Application Layer and Entry Point (Vulkan Game Engine Series)
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9
Kohi #007: Memory Subsystem (Vulkan Game Engine Series)
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10
Kohi #008: Events (Vulkan Game Engine Series)
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11
Kohi #009: Input Part 1 (Vulkan Game Engine Series)
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12
Kohi #010: Input Part 2 - Windows (Vulkan Game Engine Series)
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13
Kohi #011: Input Part 3 - Linux (Vulkan Game Engine Series)
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14
Kohi #012: Renderer Overview (Vulkan Game Engine Series)
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15
Kohi #013: Starting Vulkan Renderer! (Vulkan Game Engine Series)
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16
Kohi #014: Vulkan Extensions, Validation Layers, Debugger (Vulkan Game Engine Series)
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17
Kohi #015: Vulkan Surface and Physical Device (Vulkan Game Engine Series)
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18
Kohi #016: Vulkan Logical Device and Queues (Vulkan Game Engine Series)
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19
Kohi #017: Vulkan Swapchain, Images and Depth Buffer (Vulkan Game Engine Series)
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20
Kohi #018: Vulkan Renderpass (Vulkan Game Engine Series)
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21
Kohi #019: Vulkan Command Pools and Buffers (Vulkan Game Engine Series)
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22
Kohi #020: Vulkan Framebuffers and Sync Objects (Vulkan Game Engine Series)
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23
Kohi #021: BIG Milestone! (Clearing the Screen) (Vulkan Game Engine Series)
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24
Kohi #022: Build System Update and Math Library Part 1 (Vulkan Game Engine Series)
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25
Kohi #023: Math Library Part 2: Matrices and Quaternions (Vulkan Game Engine Series)
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26
Kohi #024: Vulkan Graphics Pipeline (Vulkan Game Engine Series)
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27
Kohi #24.5 Game Engine Development Live Stream (Vulkan Game Engine Series)
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28
Kohi #025: Vulkan Shader Modules (Vulkan Game Engine Series)
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29
Kohi # 026: Vulkan Graphics Pipeline (Vulkan Game Engine Series)
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30
Kohi # 027: Vulkan Buffers (Vulkan Game Engine Series)
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31
Kohi # 028: A Triangle! A Quad! (Vulkan Game Engine Series)
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32
Kohi #029: Uniforms and Descriptors (Vulkan Game Engine Series)
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33
Kohi #029.1: Fixing UBO/Vulkan Crash (Vulkan Game Engine Series)
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34
Kohi #030: Push Constants and Model Matrix (Vulkan Game Engine Series)
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35
Kohi #031: Input and Moving the Camera (Vulkan Game Engine Series)
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36
Kohi #032: Images and Textures, Part 1 (Vulkan Game Engine Series)
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37
Kohi #033: Images and Textures, Part 2 (Vulkan Game Engine Series)
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38
Kohi #034: Loading and Swapping Textures (Vulkan Game Engine Series)
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39
Kohi #034.1: Fixing Uniform Buffers (Vulkan Game Engine Series)
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40
Kohi #035: Texture System (Vulkan Game Engine Series)
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41
Kohi #036: Material System (Vulkan Game Engine Series)
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42
Kohi #037: Geometry System (Vulkan Game Engine Series)
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43
Kohi #038: Resource System (Vulkan Game Engine Series)
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44
Kohi #039: Multiple Render Passes (Vulkan Game Engine Series)
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45
Kohi #040: Drawing to the UI Layer/2D Geometry (Vulkan Game Engine Series)
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46
Kohi #041: Roadmap and Series Plans (Vulkan Game Engine Series)
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47
Kohi #042: Free List (plus a bonus!) (Vulkan Game Engine Series)
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48
Kohi #043: Dynamic Allocator (Vulkan Game Engine Series) (Re-Upload)
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49
Kohi #044: Dynamic Vulkan Buffers (Vulkan Game Engine Series)
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50
Kohi #045: Shader System Part 1 (Vulkan Game Engine Series)
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51
Kohi #046: Shader System Part 2 (Vulkan Game Engine Series)
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52
Kohi #047: Shader System Part 3 (Vulkan Game Engine Series)
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53
Kohi #048: Finalizing the Shader System (Vulkan Game Engine Series)
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54
Kohi #049: Directional Lighting (Vulkan Game Engine Series)
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55
Kohi #050: Specular Lighting (Vulkan Game Engine Series)
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56
Kohi #051: Normal Maps (Vulkan Game Engine Series)
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57
Kohi #052: Point Lights and Debug Modes (Vulkan Game Engine Series)
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58
Kohi #053: Meshes, Part 1 (Vulkan Game Engine Series)
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59
Kohi #054: Transforms (Vulkan Game Engine Series)
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60
Kohi #055: Meshes Part 2: Loading from OBJ File (Vulkan Game Engine Series)
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61
Kohi #056: Custom Binary Mesh File Format (Vulkan Game Engine Series)
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62
Kohi #057: Enhancing Texture Maps (Vulkan Game Engine Series)
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63
Kohi #058: Writeable textures (Vulkan Game Engine Series)
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64
Kohi #059: Render Targets and Configurable Renderpasses (Vulkan Game Engine Series)
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65
Kohi #060: Camera System (Vulkan Game Engine Series)
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66
Kohi #061: View System (Vulkan Game Engine Series)
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67
Kohi #062: Transparency (Vulkan Game Engine Series)
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68
Kohi #063: Cubemaps and Skybox (Vulkan Game Engine Series)
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69
Kohi #064: Toolchain (Vulkan Game Engine Series)
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70
Kohi #065: Multithreading Part 1, Linux (Vulkan Game Engine Series)
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71
Kohi #066: Multithreading Part 2, Windows (Vulkan Game Engine Series)
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72
Kohi #067: Job System (Vulkan Game Engine Series)
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73
Kohi #068: Jobifying Texture and Mesh Loading (Vulkan Game Engine Series)
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74
Kohi #069: Bug Fix Pass (Vulkan Game Engine Series)
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75
Kohi #070: Memory Alignment, Allocator Updates (Vulkan Game Engine Series)
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76
Kohi #070.1: Alignment Fixes Patch (Vulkan Game Engine Series)
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77
Kohi #071: Custom Vulkan Allocator (Vulkan Game Engine Series)
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78
Kohi #072: Generic Renderbuffers (Vulkan Game Engine Series)
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79
Kohi #073: UTF-8 and Text Rendering Part 1, Bitmap Fonts (Vulkan Game Engine Series)
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80
Kohi #074: Text Rendering Part 2, Font System and UI Text (Vulkan Game Engine Series)
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81
Kohi #075: Text Rendering Part 3, System Text (Vulkan Game Engine Series)
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82
I ported my VULKAN GAME ENGINE to macOS! (Kohi Ep. 076, Vulkan Game Engine Series)
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83
Render View Configurability, Part 1 (Kohi #77, Vulkan Game Engine Series)
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84
Render View Configurability, Part 2 (Kohi #77.5, Vulkan Game Engine Series)
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85
Adding Pixel-Perfect OBJECT SELECTION to the VULKAN GAME ENGINE (Kohi Episode 078)
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86
Organizing the Application Layer of the VULKAN GAME ENGINE (Kohi Episode 079)
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87
Implementing FRUSTUM CULLING in my VULKAN GAME ENGINE (Kohi Episode 080)
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88
2023 Roadmap and Adding a Developer Console to my Game Engine (Kohi Ep. 81)
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89
Adding a Console and commands to the VULKAN GAME ENGINE (Kohi Ep. 82 Live Stream 2023.01.04 Reupload
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90
Debugging and Troubleshooting KVars in the VULKAN GAME ENGINE (Kohi Ep. 83, Live Stream 2023.01.05)
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91
Adding a Systems Manager to the VULKAN GAME ENGINE(Kohi Ep. 84, Live Stream 2023.01.11)
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92
Finishing the Systems Manager to the VULKAN GAME ENGINE(Kohi Ep. 85, Live Stream 2023.01.12)
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93
Revisiting Build System/Beginning Plugin/Additional Lib support(Kohi Ep. 86, Live Stream 2023.01.18)
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94
Revisiting Build System/Beginning Plugin/Additional Lib support(Kohi Ep. 87, Live Stream 2023.01.25)
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95
Preparing for Library Hot Reloading (Kohi Ep. 88, Live Stream 2023.02.01)
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96
Dynamically loading Vulkan Plugin and Game Code (Kohi Ep. 89, Live Stream 2023.02.04)
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97
Adding Generic Hot-Reloading (Kohi Ep. 90, Live Stream 2023.02.08)
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98
Finalizing Hot-Reloading (Kohi Ep. 91, Live Stream 2023.02.09)
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99
Hot Reloading on Linux & macOS plus bugfixing (Kohi Ep. 92, Live Stream 2023.02.15)
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100
Preparing for Scenes (Kohi Ep. 93, Live Stream 2023.02.16)
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101
Finishing Lighting Refactor and Lighting System (Kohi Ep. 94, Live Stream 2023.02.22)
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102
Starting Scenes and Refactoring Frame Data (Kohi Ep. 95, Live Stream 2023.03.01)
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103
More Scenes Work and Some Bugfixes (Kohi Ep. 96, Live Stream 2023.03.02)
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104
Refactoring Skybox and Mesh for Scenes (Kohi Ep. 97, Live Stream 2023.03.15)
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105
Hooking Up Rendering of Objects (Loading and Unloading works!)(Kohi Ep. 98, Live Stream 2023.03.16)
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106
Simple Scenes - Loading and Unloading (Mostly) Works! (Kohi Ep. 99, Live Stream 2023.03.22)
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107
Simple Scenes - Troubleshooting and Bug Resolution (Kohi Ep. 100, Live Stream 2023.03.23)
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108
Starting Simple Scene File Parsing - (Kohi Ep. 101, Live Stream 2023.03.29)
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109
Finalizing Simple Scene load from file (Kohi Ep. 102, Live Stream 2023.03.30)
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110
Adding Better Vulkan Debugging (Kohi Ep. 103, Live Stream 2023.04.05)
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111
Roadmap Updates and Starting Terrain (Kohi Ep. 104, Live Stream 2023.04.06)
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112
Shader Updates for Terrains (Kohi Ep. 105, Live Stream 2023.04.12)
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113
Render View Updates for Terrain (Kohi Ep. 106, Live Stream 2023.04.13)
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114
Updating Scene Parser for Terrains (Kohi Ep. 107, Live Stream 2023.04.19)
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115
Drawing the Terrain Mesh (Kohi Ep. 108, Live Stream 2023.04.20)
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116
Starting Terrain Heightmaps (Kohi Ep. 109, Live Stream 2023.04.27)
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117
Completing Terrain Heightmaps and Starting Material Work (Kohi Ep. 110, Live Stream 2023.05.03)
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118
Terrain Material Work (Kohi Ep. 111, Live Stream 2023.05.04)
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119
Material System Redux, Part 1 (Kohi Ep. 112, Live Stream 2023.05.17)
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120
Material System Redux, Part 2 (Kohi Ep. 113, Live Stream 2023.05.24)
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121
Material System Redux, Part 3 (Kohi Ep. 114, Live Stream 2023.06.07)
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122
Finalizing Material System Redux and Continuing Terrains (Kohi Ep. 115, Live Stream 2023.07.05)
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123
Finalizing Material Redux and Terrains (Kohi Ep. 116, Live Stream 2023.07.13)
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124
Adding Primitive Topologies and Debug Displays (Kohi Ep. 117, Live Stream 2023.07.20)
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125
Enhancing the View System and More Debug Displays (Kohi Ep. 118, Live Stream 2023.07.22)
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126
Enhancing the View System and More Debug Displays (Kohi Ep. 119, Live Stream 2023.07.26)
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127
macOS Pipeline Fix and Editor Gizmo, Part 1 (Kohi Ep. 121, Live Stream 2023.08.02)
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128
Editor Gizmo, Part 2 (Kohi Ep. 122, Live Stream 2023.08.03)
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129
Finalizing the Editor Gizmo (Kohi Ep. 123, Live Stream 2023.08.09)
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130
Handling Negative Scale (Winding) and Starting Viewports (Kohi Ep. 124, Live Stream 2023.08.10)
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131
Finishing Viewports (Kohi Ep. 125, Live Stream 2023.08.16)
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132
Multiple Cameras and Starting Wireframe View (Kohi Ep. 126, Live Stream 2023.08.17)
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133
Finishing Wireframe/Orthographic View (Kohi Ep. 127, Live Stream 2023.08.23)
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134
Terrain Wireframe and Scaffolding the Editor Application (Kohi Ep. 128, Live Stream 2023.08.24)
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135
Adding a Rendergraph to the Game Engine (Kohi Ep. 129, Live Stream 2023.08.30)
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136
Implementing the Rendergraph (Kohi Ep. 130, Live Stream 2023.08.31)
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137
Rendergraph Passes, Part 1 (Kohi Ep. 131, Live Stream 2023.09.06)
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138
Rendergraph Passes, Part 2 (Kohi Ep. 132, Live Stream 2023.09.07)
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139
Rendergraph Data Gathering (Kohi Ep. 133, Live Stream 2023.09.13)
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140
Completing the Rendergraph (for now) (Kohi Ep. 134, Live Stream 2023.09.14)
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141
Fixing Rendergraph Bugs and Staging Buffer Refactor (for now) (Kohi Ep. 135, Live Stream 2023.09.20)
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142
Starting on UI Systems (Kohi Ep. 136, Live Stream 2023.09.21)
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143
Standard UI System (Kohi Ep. 137, Live Stream 2023.09.28)
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144
Standard UI Renderables (Kohi Ep. 138, Live Stream 2023.10.04)
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145
Standard UI Panel and Atlas (Kohi Ep. 139, Live Stream 2023.10.05)
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146
Standard UI Nine-Slice (Kohi Ep. 140, Live Stream 2023.10.11)
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147
Standard UI Button, Rotation and Mouse Input/Clicking (Kohi Ep. 141, Live Stream 2023.10.12)
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148
Symbols, Mipmaps and Audio! (Kohi Ep. 142, Live Stream 2023.10.18)
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149
More Performance Tweaks and Standard UI Hover/Drag Inputs (Kohi Ep. 143, Live Stream 2023.10.19)
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150
Some Tech Debt and More UI Work (Kohi Ep. 144, Live Stream 2023.11.1)
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151
UI Labels (from UI Text) (Kohi Ep. 145, Live Stream 2023.11.2)
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152
Debug Console Refactor (Kohi Ep. 146, Live Stream 2023.11.8)
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153
Adding a Textbox to Standard UI (Kohi Ep. 147, Live Stream 2023.11.9) #gameengine #gamedev #coding
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154
Bugfixes, stencils and clipping (Kohi Ep. 148, Live Stream 2023.11.15) #gameengine #gamedev #coding
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155
Finishing Textbox and Standard UI for now (Kohi Ep. 149, Live Stream 2023.11.16)
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156
Adding PBR to my game engine (Kohi Ep. 150) #gameengine #gamedev #coding
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157
Continuing PBR to my game engine (Kohi Ep. 151) #gameengine #gamedev #coding
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158
C/Vulkan Game Engine Dev Ep. 152 Shadow Mapping maybe !tts !kohi !music
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159
C/Vulkan Game Engine Dev Ep. 153 Finishing Shadow Mapping (for now) !tts !kohi !music
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160
C/Vulkan Game Engine Dev Ep. 154 Tweaking Shadow Maps !tts !kohi !music
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161
C/Vulkan Game Engine Dev Ep. 155 More Shadow Maps !tts !kohi !music
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162
C/Vulkan Game Engine Dev Ep. 156 Shadow Maps Fixed! Also Cascading! !tts !kohi !music
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163
C/Vulkan Game Engine Dev Ep. 157 Refactor Tractor: Vulkan Descriptor Bindings !tts !kohi !music
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164
C/Vulkan Game Engine Dev Ep. 158 Refactor Tractor: More Vulkan Descriptor Bindings !tts !kohi !music
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165
C/Vulkan Game Engine Dev Ep. 159 Shadow Pass and Array Textures !tts !kohi !music
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166
C/Vulkan Game Engine Dev Ep. 160 Shadow Pass and Array Textures !tts !kohi !music
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167
C/Vulkan Game Engine Dev Ep. 161 Touching on Performance !tts !kohi !music
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168
C/Vulkan Game Engine Dev Ep. 162 Combining Texture Maps !tts !kohi !music
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169
C/Vulkan Game Engine Dev Ep.163 Finishing texture map combos and Testing new Setup !tts !kohi !music
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170
C/Vulkan Game Engine Dev Ep.164 Optimizing Terrain !tts !kohi !music
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171
C/Vulkan Game Engine Dev Ep. 165 Finalizing Arrayed Textures + PBR fixes !tts !kohi !music
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172
C/Vulkan Game Engine Dev Ep. 166 Terrain chunking and culling fixes !tts !kohi !music
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173
C/Vulkan Game Engine Dev Ep. 167 Finishing Terrain chunking and starting LOD !tts !kohi !music
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174
C/Vulkan Game Engine Dev Ep. 168 Finishing Terrain LOD !tts !kohi !music
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175
C/Vulkan Game Engine Dev Ep. 169 Finalizing terrain, Vulkan Shader hot-reloading !tts !kohi !music
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176
C/Vulkan Game Engine Dev Ep. 170 Finishing shadow fade, Enhancing the dev console !tts !kohi !music
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177
C/Vulkan Game Engine Dev Ep. 171 Accidental scripting language? !tts !kohi !music
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178
C/Vulkan Game Engine Dev Ep. 172 Specialized Rendergraphs !tts !kohi !music
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179
C/Vulkan Game Engine Dev Ep. 173 Finishing Specialized Rendergraphs !tts !kohi !music
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180
C/Vulkan Game Engine Dev Ep. 174 Threads, Queues, Pools !tts !kohi !music
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181
C/Vulkan Game Engine Dev Ep. 175 Finalizing ThreadPools !tts !kohi !music
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182
C/Vulkan Game Engine Dev Ep. 176 Handles !tts !kohi !music
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C/Vulkan Game Engine Dev Ep. 177 More Handles !tts !kohi !music
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184
C/Vulkan Game Engine Dev Ep. 178 Yet More Handles !tts !kohi !music
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185
C/Vulkan Game Engine Dev Ep. 179 Scene Hierarchy Redux !tts !kohi !music
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186
C/Vulkan Game Engine Dev Ep. 180 Language parser !tts !kohi !music
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187
C/Vulkan Game Engine Dev Ep. 181 More language parser !tts !kohi !music
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188
C/Vulkan Game Engine Dev Ep. 182 Debugging our game engines' language parser !tts !kohi !music
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189
C/Vulkan Game Engine Dev Ep 183 Debugging our game engines' custom language parser !tts !kohi !music
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190
C/Vulkan Game Engine Dev Ep 184 The custom language parser works: making use of it !tts !kohi !music
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191
C/Vulkan Game Engine Dev Ep. 185 Back to loading scenes !tts !kohi !music
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192
C/Vulkan Game Engine Dev Ep. 186 Scenes using new hierarchy and xforms !tts !kohi !music
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193
C/Vulkan Game Engine Dev Ep. 187 Continuing with scenes/xform/kson/handles !tts !kohi !music
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194
C/Vulkan Game Engine Dev Ep. 188 Scene (de)serialization !tts !kohi !music
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195
C/Vulkan Game Engine Dev Ep. 189 Scene (de)serialization !tts !kohi !music
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196
C/Vulkan Game Engine Dev Ep. 190 Scene serialization and saving !tts !kohi !music
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197
C/Vulkan Game Engine Dev Ep. 191 Finishing Scene Saving/Loading, Xforms !tts !kohi !music
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198
C/Vulkan Game Engine Dev Ep. 192 Multiple Timelines !tts !kohi !music
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199
C/Vulkan Game Engine Dev Ep. 193 Refactor Tractor: Code Reorg !tts !kohi !music
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200
C/Vulkan Game Engine Dev Ep. 194 Refactor Tractor: Plugin System and Code Reorg !tts !kohi !music
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