In this chapter, there are general articles that don’t fit in the main track. All here is optional, and can be of interest even if it’s outside of the tutorial.
Table of contents
- Implementing DearImgui to a Vulkan engine
- Implementing an asset system.
- A thin abstraction for descriptor sets
- Configurable options through a CVAR system
- CPU Architecture Essentials
- Multithreading for game engines