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Copy file name to clipboardExpand all lines: en/Building_a_Simple_Engine/Subsystems/01_introduction.adoc
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= Subsystems: Introduction
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== Introduction to Engine Subsystems
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=== What We'll Cover
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In this chapter, we'll explore:
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This chapter will take you through implementing two crucial engine subsystems that bring games and simulations to life. We'll begin with an audio subsystem, starting from the fundamentals of playing sounds and music, then advancing to sophisticated techniques like Head-Related Transfer Function (HRTF) processing for convincing 3D spatial audio. The progression shows how Vulkan compute shaders can transform basic audio playback into immersive soundscapes that respond to your 3D world.
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* *Audio Subsystem*: We'll implement a basic audio system capable of playing sounds and music, and then explore how Vulkan compute shaders can be used for advanced audio processing techniques like Head-Related Transfer Function (HRTF) for 3D spatial audio.
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* *Physics Subsystem*: We'll create a simple physics system for collision detection and response, and then demonstrate how Vulkan compute shaders can accelerate physics calculations for large numbers of objects.
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Our physics subsystem follows a similar path, beginning with essential collision detection and response mechanisms that make objects interact believably. As we develop these foundations, we'll demonstrate how Vulkan's parallel processing capabilities can accelerate physics calculations dramatically, enabling simulations with large numbers of interacting objects that would overwhelm traditional CPU-based approaches.
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Throughout this chapter, we'll continue our modern C++ approach from previous chapters.
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=== Why Vulkan for Audio and Physics?
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You might be wondering why we'd use a graphics API like Vulkan for audio processing and physics simulations. There are several compelling reasons:
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The decision to use Vulkan for audio processing and physics simulations might seem unconventional at first, but it represents a forward-thinking approach to engine development that leverages modern hardware capabilities.
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* *Computational Power*: Modern GPUs offer massive parallel processing capabilities that can be harnessed for non-graphical tasks through compute shaders.
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Modern GPUs provide massive parallel processing power through thousands of cores designed for simultaneous computation. Through Vulkan's compute shaders, we can harness this computational muscle for tasks far beyond graphics rendering. Audio processing benefits tremendously from parallel operations—imagine processing dozens of simultaneous sound sources with real-time spatial effects, or running complex physics simulations with thousands of interacting objects.
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* *Unified Memory Model*: With Vulkan, we can share memory between graphics, audio, and physics processing, reducing data transfer overhead.
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Vulkan's unified memory model creates opportunities for efficiency that traditional separated approaches cannot match. When graphics, audio, and physics processing share memory spaces, we eliminate the costly data transfers that would otherwise shuttle information between CPU and GPU repeatedly. This shared memory architecture enables sophisticated interactions—physics simulations can directly influence particle systems, audio processing can respond to visual effects, and all systems can work together seamlessly.
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* *Cross-Platform Consistency*: By using Vulkan for these subsystems, we maintain a consistent implementation across different platforms.
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Cross-platform consistency becomes increasingly valuable as projects target multiple devices. By implementing these subsystems through Vulkan, we maintain identical behavior across Windows, Linux, mobile platforms, and emerging devices. This consistency reduces debugging time and ensures that audio and physics behavior remains predictable regardless of deployment target.
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* *Reduced CPU Load*: Offloading intensive calculations to the GPU frees up CPU resources for other game logic.
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The performance benefits extend beyond raw computational power. Offloading intensive calculations to the GPU frees CPU resources for game logic, scripting, AI processing, and other tasks that require sequential processing or complex branching. This separation allows each processor type to focus on tasks it handles most efficiently.
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Additionally, the intention here is to offer a perspective of using Vulkan
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for more than just Graphics in your application. Our goal with this tutorial
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=== Prerequisites
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Before diving into this chapter, you should be familiar with:
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This chapter builds extensively on the engine architecture and Vulkan foundations established in previous chapters. The modular design patterns we've implemented become crucial when adding subsystems that need to integrate cleanly with existing rendering, camera, and resource management systems.
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Experience with Vulkan compute shaders is essential, as we'll leverage compute capabilities to accelerate both audio processing and physics calculations. If you haven't worked through the compute shader sections in the main tutorial, review them before proceeding—the parallel processing concepts and GPU memory management techniques translate directly to our subsystem implementations.
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* The basics of Vulkan and our engine architecture from previous chapters
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* Compute shaders in Vulkan (covered in the main tutorial)
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* Basic understanding of audio and physics concepts in game development
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A basic understanding of audio and physics concepts in game development will help you appreciate the design decisions we make throughout the implementation. While we'll explain the fundamentals as we build each system, familiarity with concepts like sound attenuation, collision detection, and rigid body dynamics will deepen your understanding of how these subsystems serve the broader goals of interactive applications.
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Let's begin by exploring how to implement a basic audio subsystem and then enhance it with Vulkan's computational capabilities.
4) Step 4: Synchronization and readback (update GPU buffers, submit, read back state, integrate in Update)
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[NOTE]
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====
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We avoid repeating Vulkan compute fundamentals here; focus stays on physics‑specific wiring. Use earlier chapters (link:../Engine_Architecture/04_resource_management.adoc[Resource Management], link:../Engine_Architecture/05_rendering_pipeline.adoc[Rendering Pipeline]) or the Vulkan Guide (https://docs.vulkan.org/guide/latest/) if you need a refresher on descriptors, buffers, or pipeline creation.
Copy file name to clipboardExpand all lines: en/Building_a_Simple_Engine/Subsystems/index.adoc
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= Subsystems
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This chapter covers the implementation of critical engine subsystems - Audio and Physics - with a focus on leveraging Vulkan's compute capabilities for enhanced performance.
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