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Convert .html Antora links to .adoc xrefs and update attachment paths for consistency in documentation structure.
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en/Building_a_Simple_Engine/Advanced_Topics/01_introduction.adoc

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* xref:Dynamic_Rendering_Local_Read.adoc[Dynamic Rendering Local Read]
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* xref:Shader_Tile_Image.adoc[Shader Tile Image]
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xref:../index.html[Back to Building a Simple Engine]
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xref:../index.adoc[Back to Building a Simple Engine]

en/Building_a_Simple_Engine/Loading_Models/03_model_system.adoc

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=== Building on glTF Knowledge
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As we learned in the xref:../../15_GLTF_KTX2_Migration.html[glTF and KTX2 Migration chapter], glTF is a modern 3D format that supports a wide range of features including PBR materials, animations, and scene hierarchies. In this chapter, we'll leverage these capabilities to build a more robust engine.
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As we learned in the xref:../../15_GLTF_KTX2_Migration.adoc[glTF and KTX2 Migration chapter], glTF is a modern 3D format that supports a wide range of features including PBR materials, animations, and scene hierarchies. In this chapter, we'll leverage these capabilities to build a more robust engine.
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While the previous chapter covered the basics of loading glTF models, here we'll focus on organizing the loaded data into a proper scene graph and implementing animation support. This approach will allow us to create more complex and dynamic scenes.
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en/Building_a_Simple_Engine/Loading_Models/05_pbr_rendering.adoc

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In the xref:../Lighting_Materials/01_introduction.adoc[Lighting & Materials chapter], we explored the fundamentals of Physically Based Rendering (PBR), including its core principles, the BRDF, and material properties. Now, we'll apply that knowledge to implement a PBR pipeline for the glTF models we've loaded.
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As we learned in the xref:../../15_GLTF_KTX2_Migration.html[glTF and KTX2 Migration chapter], glTF uses PBR with the metallic-roughness workflow for its material system. This aligns perfectly with the PBR concepts we've already covered, making it straightforward to render our glTF models with physically accurate lighting.
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As we learned in the xref:../../15_GLTF_KTX2_Migration.adoc[glTF and KTX2 Migration chapter], glTF uses PBR with the metallic-roughness workflow for its material system. This aligns perfectly with the PBR concepts we've already covered, making it straightforward to render our glTF models with physically accurate lighting.
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=== Leveraging glTF's PBR Materials
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en/Building_a_Simple_Engine/Loading_Models/index.adoc

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Each section builds upon the previous ones, so it's recommended to follow them in order. This chapter also builds upon the concepts introduced in the Engine Architecture and Camera Transformations chapters. By completing this chapter, you'll have a comprehensive foundation for a Vulkan-based 3D engine with a well-structured architecture, camera system, and model loading capabilities.
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xref:../index.adoc[Back to Building a Simple Engine]

en/Building_a_Simple_Engine/Mobile_Development/06_conclusion.adoc

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The following short, focused tutorials build directly on the Simple Engine and are great next steps:
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- xref:../Advanced_Topics/01_introduction.adoc[Tutorials Index — browse all topics]
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- xref:../Advanced_Topics/Mipmaps_and_LOD.adoc[Mipmaps and LOD] — practical guidance on stable texture sampling and anisotropy.
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- xref:../Advanced_Topics/Dynamic_Rendering_Local_Read.adoc[Dynamic Rendering Local Read] — optimize same‑pass reads via tile/local memory when supported.
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- xref:Advanced_Topics/01_introduction.adoc[Tutorials Index — browse all topics]
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- xref:Advanced_Topics/Mipmaps_and_LOD.adoc[Mipmaps and LOD] — practical guidance on stable texture sampling and anisotropy.
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- xref:Advanced_Topics/Dynamic_Rendering_Local_Read.adoc[Dynamic Rendering Local Read] — optimize same‑pass reads via tile/local memory when supported.
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=== Code Examples
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The complete code for this chapter can be found in the following files:
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xref:../../attachments/simple_engine/36_mobile_platform_integration.cpp[Mobile Platform Integration C{pp} code]
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xref:../../attachments/simple_engine/37_mobile_optimizations.cpp[Mobile Optimizations C{pp} code]
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xref:../../attachments/simple_engine/38_tbr_optimizations.cpp[TBR Optimizations C{pp} code]
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xref:../../attachments/simple_engine/39_mobile_extensions.cpp[Mobile Extensions C{pp} code]
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xref:attachment$simple_engine/36_mobile_platform_integration.cpp[Mobile Platform Integration C{pp} code]
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xref:attachment$simple_engine/37_mobile_optimizations.cpp[Mobile Optimizations C{pp} code]
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xref:attachment$simple_engine/38_tbr_optimizations.cpp[TBR Optimizations C{pp} code]
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xref:attachment$simple_engine/39_mobile_extensions.cpp[Mobile Extensions C{pp} code]
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xref:05_vulkan_extensions.adoc[Previous: Vulkan Extensions for Mobile] | xref:../index.html[Back to Building a Simple Engine]
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xref:05_vulkan_extensions.adoc[Previous: Vulkan Extensions for Mobile] | xref:../index.adoc[Back to Building a Simple Engine]

en/Building_a_Simple_Engine/Mobile_Development/index.adoc

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* xref:05_vulkan_extensions.adoc[Vulkan Extensions for Mobile]
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* xref:06_conclusion.adoc[Conclusion]
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xref:../Tooling/07_conclusion.adoc[Previous: Tooling Conclusion] | xref:../index.html[Back to Building a Simple Engine]
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xref:../Tooling/07_conclusion.adoc[Previous: Tooling Conclusion] | xref:../index.adoc[Back to Building a Simple Engine]

en/Building_a_Simple_Engine/Subsystems/06_conclusion.adoc

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* `simple_engine/30_audio_subsystem.cpp`: Implementation of the audio subsystem with Vulkan HRTF processing
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* `simple_engine/31_physics_subsystem.cpp`: Implementation of the physics subsystem with Vulkan acceleration
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xref:../../attachments/simple_engine/30_audio_subsystem.cpp[Audio Subsystem C{pp} code]
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xref:../../attachments/simple_engine/31_physics_subsystem.cpp[Physics Subsystem C{pp} code]
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xref:attachment$simple_engine/30_audio_subsystem.cpp[Audio Subsystem C{pp} code]
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xref:attachment$simple_engine/31_physics_subsystem.cpp[Physics Subsystem C{pp} code]
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xref:05_vulkan_physics.adoc[Previous: Vulkan for Physics Simulation] | xref:../Tooling/01_introduction.adoc[Next: Tooling] | xref:../index.html[Back to Building a Simple Engine]
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xref:05_vulkan_physics.adoc[Previous: Vulkan for Physics Simulation] | xref:../Tooling/01_introduction.adoc[Next: Tooling] | xref:../index.adoc[Back to Building a Simple Engine]

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