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en/Building_a_Simple_Engine/Engine_Architecture/01_introduction.adoc

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Modern C++ features play a crucial role in our implementation approach. Smart pointers help us manage resource lifetimes safely, templates enable flexible, reusable components, and other C++11/14/17 features allow us to write more expressive and maintainable code. If you're not comfortable with these concepts, consider reviewing them before proceeding.
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You should also be familiar with the following chapters from the main tutorial:
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* Basic Vulkan concepts:
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** xref:../../03_Drawing_a_triangle/03_Drawing/01_Command_buffers.adoc[Command buffers]
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** xref:../../03_Drawing_a_triangle/02_Graphics_pipeline_basics/00_Introduction.adoc[Graphics pipelines]
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* xref:../../04_Vertex_buffers/00_Vertex_input_description.adoc[Vertex] and xref:../../04_Vertex_buffers/03_Index_buffer.adoc[index buffers]
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* xref:../../05_Uniform_buffers/00_Descriptor_set_layout_and_buffer.adoc[Uniform buffers]
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=== Why Architecture Matters
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The difference between a hastily assembled renderer and a well-architected engine becomes apparent as soon as you need to make changes or add features. Good architecture creates a foundation that supports your development process rather than fighting against it.

en/Building_a_Simple_Engine/GUI/01_introduction.adoc

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A basic understanding of input handling concepts will help you follow along as we implement the dual-mode input system that can distinguish between 3D navigation and GUI interaction.
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You should also be familiar with the following chapters from the main tutorial:
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* Basic Vulkan concepts:
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** xref:../../03_Drawing_a_triangle/03_Drawing/01_Command_buffers.adoc[Command buffers]
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** xref:../../03_Drawing_a_triangle/02_Graphics_pipeline_basics/00_Introduction.adoc[Graphics pipelines]
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* xref:../../04_Vertex_buffers/00_Vertex_input_description.adoc[Vertex] and xref:../../04_Vertex_buffers/03_Index_buffer.adoc[index buffers]
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* xref:../../05_Uniform_buffers/00_Descriptor_set_layout_and_buffer.adoc[Uniform buffers]
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* xref:../../06_Texture_mapping/00_Images.adoc[Texture mapping]
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Let's begin by exploring how to implement a professional GUI system with Dear ImGui and Vulkan.
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link:../Lighting_Materials/06_conclusion.adoc[Previous: Lighting & Materials Conclusion] | link:02_imgui_setup.adoc[Next: Setting Up Dear ImGui]

en/Building_a_Simple_Engine/Mobile_Development/01_introduction.adoc

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Understanding basic mobile development concepts will provide crucial context for the platform-specific decisions we'll make. Mobile applications operate under constraints that desktop applications rarely face—app lifecycle events, varying screen densities, touch input paradigms, and the need to preserve battery life all influence how we design and implement our Vulkan engine for mobile platforms.
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You should also be familiar with the following chapters from the main tutorial:
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* Basic Vulkan concepts:
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** xref:../../03_Drawing_a_triangle/03_Drawing/01_Command_buffers.adoc[Command buffers]
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** xref:../../03_Drawing_a_triangle/02_Graphics_pipeline_basics/00_Introduction.adoc[Graphics pipelines]
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* xref:../../04_Vertex_buffers/00_Vertex_input_description.adoc[Vertex] and xref:../../04_Vertex_buffers/03_Index_buffer.adoc[index buffers]
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* xref:../../05_Uniform_buffers/00_Descriptor_set_layout_and_buffer.adoc[Uniform buffers]
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* xref:../../11_Compute_Shader.adoc[Compute shaders]
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Let's begin by exploring the platform considerations for Android and iOS.
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link:../Tooling/07_conclusion.adoc[Previous: Tooling Conclusion] | link:02_platform_considerations.adoc[Next: Platform Considerations for Android and iOS]

en/Building_a_Simple_Engine/Subsystems/01_introduction.adoc

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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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You should also be familiar with the following chapters from the main tutorial:
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* Basic Vulkan concepts:
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** xref:../../03_Drawing_a_triangle/03_Drawing/01_Command_buffers.adoc[Command buffers]
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** xref:../../03_Drawing_a_triangle/02_Graphics_pipeline_basics/00_Introduction.adoc[Graphics pipelines]
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* xref:../../04_Vertex_buffers/00_Vertex_input_description.adoc[Vertex] and xref:../../04_Vertex_buffers/03_Index_buffer.adoc[index buffers]
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* xref:../../05_Uniform_buffers/00_Descriptor_set_layout_and_buffer.adoc[Uniform buffers]
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* xref:../../11_Compute_Shader.adoc[Compute shaders]
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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.
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link:../Loading_Models/09_conclusion.adoc[Previous: Loading Models Conclusion] | link:02_audio_basics.adoc[Next: Audio Basics]

en/Building_a_Simple_Engine/Tooling/01_introduction.adoc

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A basic familiarity with software development workflows and tools will provide context for the systems we'll build. While we'll explain the specific implementations, understanding why continuous integration matters, how debugging fits into development cycles, and why crash reporting improves user experience will help you appreciate the architectural decisions we make throughout this chapter.
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You should also be familiar with the following chapters from the main tutorial:
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* Basic Vulkan concepts:
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** xref:../../03_Drawing_a_triangle/03_Drawing/01_Command_buffers.adoc[Command buffers]
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** xref:../../03_Drawing_a_triangle/02_Graphics_pipeline_basics/00_Introduction.adoc[Graphics pipelines]
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* xref:../../04_Vertex_buffers/00_Vertex_input_description.adoc[Vertex] and xref:../../04_Vertex_buffers/03_Index_buffer.adoc[index buffers]
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* xref:../../05_Uniform_buffers/00_Descriptor_set_layout_and_buffer.adoc[Uniform buffers]
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Let's begin by exploring how to set up a CI/CD pipeline for Vulkan projects.
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link:../Subsystems/06_conclusion.adoc[Previous: Subsystems Conclusion] | link:02_cicd.adoc[Next: CI/CD for Vulkan Projects]

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