Overview of Kohi 004 Windows Platform Layer Vulkan Game Engine Series
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Kohi #030: Push Constants and Model Matrix (Vulkan Game Engine Series)
Kohi #010: Input Part 2 - Windows (Vulkan Game Engine Series)
Kohi #058: Writeable textures (Vulkan Game Engine Series)
Kohi #001: Game Engine Setup for WINDOWS (Vulkan Game Engine Series)
Kohi #24.5 Game Engine Development Live Stream (Vulkan Game Engine Series)
Kohi #052: Point Lights and Debug Modes (Vulkan Game Engine Series)
Fixed Function Pipeline Stages - Vulkan Game Engine Tutorial 04
Kohi #069: Bug Fix Pass (Vulkan Game Engine Series)
Kohi #072: Generic Renderbuffers (Vulkan Game Engine Series)
Kohi #005: Linux Platform Layer (Vulkan Game Engine Series)
Kohi #019: Vulkan Command Pools and Buffers (Vulkan Game Engine Series)
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Last Updated: October 27, 2026
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Summary
In this video, we add a Texture System to manage textures as well as a few supporting bits such as a hashtable. This video explains and implements the application In this video we finally draw something to the new UI " In this video, we describe and setup push constants to facilitate the model matrix upload to the GPU. I also do a couple ... This video implements the beginnings of an input subsystem. Continuing from the last video, writeable textures are implemented. This video details the setup and scaffolding process for In this stream we will be addressing some long-standing technical debt items and adding a few nice-to-haves. In this video, we further extend the lighting system by adding point lights and some debug rendering modes. In this video, before continuing on, we resolve some long-standing (as well as some new) bugs that have been reported. This video generalizes the current This video continues the implementation of
Kohi 004 Windows Platform Layer Vulkan Game Engine Series.pdf
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