Vulkan and DirectX12 share many common concepts, but differ vastly from the APIs most game developers are used to. As a result, developing for DX12 or Vulkan requires a new approach to graphics programming and in many cases a redesign of the Game Engine. This lecture will teach the basic concepts common to Vulkan and DX12 and help developers overcome the main problems that often appear when switching to one of the new APIs. It will explain how those new concepts will help games utilize the hardware more efficiently and discuss best practices for game engine development.
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