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Learn the Vulkan API with C++
Learn the fundamentals of the popular Vulkan API for modern graphics rendering using C++!
This Course Includes
udemy
4.6 (935 reviews )
26h 9m
english
Online - Self Paced
professional certificate
Udemy
About Learn the Vulkan API with C++
Learn one of the hottest new Graphics APIs in the industry!
The Vulkan API was released in 2016 as the
high-performance successor to OpenGL
, and is already used in a wide range of modern graphical applications, including video games such as Doom Eternal, Red Dead Redemption 2, and Rainbow Six: Siege. If you're looking for the most
modern, high-quality graphics
, then look no further than Vulkan! The Vulkan API is _very new_ when compared to most graphics APIs out there, and so there aren't yet that many in-depth tutorials to help you learn it. I hope to fix that with this course! In this course, you will learn how to set up and use a Vulkan application, as well as
implement several key features exclusive to Vulkan
itself, such as
Descriptor Sets, Push Constants, and Subpasses
. Each aspect is explained in great amounts of detail, to ensure you _really_ understand what all the parts mean, and how they all connect together.
I want to help you learn.
If you still don't understand something after a lesson, then you just have to let me know! If something didn't make sense, or you just want clarification on a subject, I'll try my best to give you a more detailed insight into those intricacies, and ensure you have a proper understanding of Vulkan. It is my goal, that when you finally finish the course,
you will have enough knowledge of Vulkan to create your own Vulkan applications
, and eventually gain enough experience to design the graphical applications you have only dreamed of!
What You Will Learn?
- Create 3D graphical applications using C++ and the Vulkan API .
- What the Vulkan API is .
- Set up Vulkan to work on a GPU .
- Create essential Vulkan elements such as the Swapchain, Pipeline, and Command Buffers .
- Load in models from external files .
- Descriptor Sets and Push Constants (including Dynamic Uniform Buffers) .
- Implementing a Depth Buffer .
- Using Textures .
- Subpasses and Multiple Subpasses.
