Game Engine INPUT Part 3: Linux (Kohi Vulkan Game Engine Series Episode 011)
This video implements the Linux-specific input subsystem elements.
Game Engine INPUT Part 3: Linux (Kohi Vulkan Game Engine Series Episode 011)
This video is part of a series where we make a game engine in C, using Vulkan. It is a tutorial-style game engine series where the Vulkan API is the primary graphics API used for rendering. OpenGL and DirectX may also eventually be added.
Avoid burnout by realizing you are not a machine. In this video, I talk about what this means and how it helps avoid burnout when developing games.
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In this video I explain what branching is and how to do it in C.
C Branching - Introduction to C Series Episode 5
This video is part of a series where we learn C from a game development perspective.
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In this video, we finally create and integrate a dynamic allocator that we use for all memory allocations in the engine. This uses our free list made in the previous video.
NOTE: Re-uploading this video due to an editing issue with the last upload.
Kohi #043: Dynamic Allocator (Vulkan Game Engine Series)
This video is part of a series where we make a game engine in C, using Vulkan. It is a tutorial-style game engine series where the Vulkan API is the primary graphics API used for rendering. OpenGL and DirectX may also eventually be added.
? Repo: https://github.com/travisvroman/kohi
? Commit: https://github.com/travisvroman/kohi/commit/e02b455d7bbc1a615ba3c2089af16e1f80d143ac
? Kohi Official Website: https://kohiengine.com/
? Kohi Official Forums: https://forums.kohiengine.com/
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⏯ Series Playlist:
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In this video I discuss my hiatus and what's to come on the channel! Some things are going away, some things are changing, and some things are being added.
This video is part of my channel dedicated to giving back to the game development community with the experiences I have had in an effort to help new developers with my knowledge, thoughts and experience.
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