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Vulkan Graphics Pipeline
In this article, I’d like to summarize and share my impressions after going through the Vulkan tutorial’s Presentation and Graphics pipeline basics sections.
This is the second article in the series where I share my impressions after following the Vulkan’s tutorial using Scala 3 – here is the first article. For every chapter, I implement an example in a separate file. The examples repository is available on GitHub: anatoliykmetyuk/Vulkan-Tutorial-Scala. In its structure, it follows the Java implementation, so it is also a good chance to compare how Scala and Java approaches to the same task differ.
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Vulkan setup in Scala
Vulkan is a modern API to access graphics cards and use them for rendering and other purposes. An OpenGL successor, it is an essential component driving many modern games.
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Context Function for DSL Design in Scala
A strong side of Scala is its DSL capability. DSLs, or domain-specific languages, are programming languages designed for convenient expression of operations in a certain domain. An example of such a DSL is the one I designed for Simple Rockets 2 – SR2 Compiler. That DSL can be used to program a rocket in the game.
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Launching Rockets with Scala
If you’re an aerospace hobbyist, there’s a good chance that you’ll have a ton of fun with Simple Rockets 2.
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Following Causal Chains in Dotty Codebase
You can deal with a problem in two ways. First, the intuitive way: go at it and follow your common sense. In process, however, you’ll discover recurring patterns. Some sub-problem that pops up constantly or a technique you apply time after time. Hence the second way is to frame the problem. Give the recurring patterns names, describe how they relate to each other. This way, you develop the domain of the problem.