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A game and rendering engine written in Rust. There are many like it, but this one is ours.
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2026-07-09
move all the window dressing initialization into its own function
Irene Knapp
2026-07-09
new Permanent struct
Irene Knapp
2026-07-09
roll init_surface() into init()
Irene Knapp
2026-07-09
combine init_vulkan_entry and init_vulkan_instance into init_vulkan
Irene Knapp
2026-07-09
only compute queue family indices once
Irene Knapp
2026-07-09
removed all the bundled-up return-value structs
Irene Knapp
2026-07-09
slightly change how SwapchainFeatures is used
Irene Knapp
2026-07-09
move a lot of stuff into a new struct WindowDressing
Irene Knapp
2026-07-08
simplify drop()
Irene Knapp
2026-07-07
reorganize init logic for clear lifecycles
Irene Knapp
2026-07-07
fix string lifetime issue
Irene Knapp
2026-07-06
add a build.rs that calls glslang
Irene Knapp
2026-07-06
render a few frames at once
Irene Knapp
2026-07-05
TRIANGLE
Irene Knapp
2026-07-05
successfully instantiate the render pipeline
Irene Knapp
2026-07-04
load compiled SPIR-V bytecode (yay)
Irene Knapp
2026-07-04
create swapchain images and image views
Irene Knapp
2026-07-04
create a swapchain (when supported)
Irene Knapp
2026-07-04
add a Vulkan surface, and a presentation queue pointing to it
Irene Knapp
2026-07-04
connect to a GPU ("device")
Irene Knapp
2026-07-03
logic to select a GPU
Irene Knapp
2026-07-03
okay, we get debug messages for instance creation/destruction now
Irene Knapp
2026-07-03
Vulkan debug messager (yay)
Irene Knapp
2026-07-03
oops the state thing works now, and added portability flags
Irene Knapp
2026-07-03
better managing of state
Irene Knapp
2026-07-02
create Vulkan instance
Irene Knapp
2026-07-02
initial
Irene Knapp