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Vulkan Engine Dev Log 1 - Ray tracing
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So I've gone and done again what every graphics programmer does repeatedly and that is restart from their engine scratch, this time in Vuklan to learn raytracing. The reflections are still wrong and I've still got a lot to go to get back to where I was before in the OpenGL version of this project but my vision honestly feels achieveable in Vulkan which is not something I thought I'd ever hear myself say. To anybody interested in Vulkan, yes it is very fucking slow and hard to learn, but once you're over the initial hump you just can't go back, this is the way graphics should be written.
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