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Learn the Vulkan API with C++

  • Development
  • Apr 01, 2025
SynopsisLearn the Vulkan API with C++, available at $84.99, has an av...
Learn the Vulkan API with C++  No.1

Learn the Vulkan API with C++, available at $84.99, has an average rating of 4.76, with 33 lectures, based on 788 reviews, and has 7922 subscribers.

You will learn about Create 3D graphical applications using C++ and the Vulkan API What the Vulkan API is Set up Vulkan to work on a GPU Create essential Vulkan elements such as the Swapchain, Pipeline, and Command Buffers Load in models from external files Descriptor Sets and Push Constants (including Dynamic Uniform Buffers) Implementing a Depth Buffer Using Textures Subpasses and Multiple Subpasses This course is ideal for individuals who are People who know a bit about graphics and want to learn the latest cutting-edge graphics API. It is particularly useful for People who know a bit about graphics and want to learn the latest cutting-edge graphics API.

Enroll now: Learn the Vulkan API with C++

Summary

Title: Learn the Vulkan API with C++

Price: $84.99

Average Rating: 4.76

Number of Lectures: 33

Number of Published Lectures: 32

Number of Curriculum Items: 33

Number of Published Curriculum Objects: 32

Original Price: $199.99

Quality Status: approved

Status: Live

What You Will Learn

  • Create 3D graphical applications using C++ and the Vulkan API
  • What the Vulkan API is
  • Set up Vulkan to work on a GPU
  • Create essential Vulkan elements such as the Swapchain, Pipeline, and Command Buffers
  • Load in models from external files
  • Descriptor Sets and Push Constants (including Dynamic Uniform Buffers)
  • Implementing a Depth Buffer
  • Using Textures
  • Subpasses and Multiple Subpasses
  • Who Should Attend

  • People who know a bit about graphics and want to learn the latest cutting-edge graphics API.
  • Target Audiences

  • People who know a bit about graphics and want to learn the latest cutting-edge graphics API.
  • Learn one of the hottest new Graphics APIs in the industry!

    The Vulkan API was released in 2016 as the high-performance successor to OpenGL, and is already used in a wide range of modern graphical applications, including video games such as Doom Eternal, Red Dead Redemption 2, and Rainbow Six: Siege.

    If you’re looking for the most modern, high-quality graphics, then look no further than Vulkan!

    The Vulkan API is very new when compared to most graphics APIs out there, and so there aren’t yet that many in-depth tutorials to help you learn it. I hope to fix that with this course!

    In this course, you will learn how to set up and use a Vulkan application, as well as implement several key features exclusive to Vulkan itself, such as Descriptor Sets, Push Constants, and Subpasses. Each aspect is explained in great amounts of detail, to ensure you reallyunderstand what all the parts mean, and how they all connect together.

    I want to help you learn.If you still don’t understand something after a lesson, then you just have to let me know! If something didn’t make sense, or you just want clarification on a subject, I’ll try my best to give you a more detailed insight into those intricacies, and ensure you have a proper understanding of Vulkan.

    It is my goal, that when you finally finish the course, you will have enough knowledge of Vulkan to create your own Vulkan applications, and eventually gain enough experience to design the graphical applications you have only dreamed of!

    Course Curriculum

    Chapter 1: Introduction

    Lecture 1: About This Course

    Chapter 2: Vulkan Core

    Lecture 1: [THEORY] Overview of Vulkan

    Lecture 2: [CODE] Setup & Compatibility Test

    Lecture 3: [THEORY] Instances, Devices, and Validation Layers

    Lecture 4: [CODE] Window, Instances, and Devices

    Lecture 5: [CODE] Validation Layers

    Lecture 6: [THEORY] Surfaces, Image Views, and the Swapchain

    Lecture 7: [CODE] Swapchain Part 1: The Surface

    Lecture 8: [CODE] Swapchain Part 2: Creating the Swapchain and Image Views

    Lecture 9: [THEORY] Graphics Pipeline

    Lecture 10: [CODE] Graphics Pipeline Part 1: Shader Modules

    Lecture 11: [CODE] Graphics Pipeline Part 2: Fixed Functionality and the Render Pass

    Lecture 12: [THEORY] Framebuffers, Command Buffers, and Synchronization

    Lecture 13: [CODE] Framebuffer and Command Buffers

    Lecture 14: [CODE] Drawing and Synchronisation

    Lecture 15: [THEORY] Resource Loading

    Lecture 16: [CODE] Resource Loading Part 1: Vertex Input

    Lecture 17: [CODE] Resource Loading Part 2: Index Buffers and Staging Buffers

    Chapter 3: Important Techniques

    Lecture 1: [THEORY] Descriptor Sets and Push Constants

    Lecture 2: [CODE] Descriptor Sets: Uniform Buffers

    Lecture 3: [CODE] Descriptor Sets: Dynamic Uniform Buffers

    Lecture 4: [CODE] Push Constants

    Lecture 5: [THEORY] Depth Buffer

    Lecture 6: [CODE] Depth Buffer

    Lecture 7: [THEORY] Textures

    Lecture 8: [CODE] Textures Part 1: Image Setup & Pipeline Barriers

    Lecture 9: [CODE] Textures Part 2: Samplers & Descriptors

    Lecture 10: [CODE] Model Loading

    Lecture 11: [THEORY] Subpasses

    Lecture 12: [CODE] Subpasses

    Chapter 4: Outro

    Lecture 1: Summary and Further Reading

    Lecture 2: [BONUS] Bonus Content

    Instructors

  • Learn the Vulkan API with C++  No.2
    Ben Cook
    Freelance Developer
  • Rating Distribution

  • 1 stars: 4 votes
  • 2 stars: 5 votes
  • 3 stars: 39 votes
  • 4 stars: 226 votes
  • 5 stars: 514 votes
  • Frequently Asked Questions

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