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Convert .html Antora links to .adoc xrefs and update attachment paths for consistency across documentation.
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en/Building_a_Simple_Engine/Camera_Transformations/05_vulkan_integration.adoc

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[NOTE]
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====
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See xref:04_transformation_matrices.adoc[Camera transformation matricies] and xref:04_camera_implementation.adoc[Camera implementation] for a refresher on Matrix math.
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See xref:03_transformation_matrices.adoc[Transformation matrices] and xref:04_camera_implementation.adoc[Camera implementation] for a refresher on matrix math.
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====
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=== Uniform Buffer Setup

en/Building_a_Simple_Engine/Lighting_Materials/05_vulkan_integration.adoc

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[NOTE]
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====
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We won’t re-explain PBR theory or push-constant fundamentals here. See xref:Lighting_Materials/03_push_constants.adoc [push constants], and xref:Lighting_Materials/01_introduction.adoc[Introduction] (and xref:Lighting_Materials/05_pbr_rendering.adoc[PBR Rendering]) for PBR concepts.
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We won’t re-explain PBR theory or push-constant fundamentals here. See xref:03_push_constants.adoc[push constants], and xref:01_introduction.adoc[Introduction] (and xref:../Loading_Models/05_pbr_rendering.adoc[PBR Rendering]) for PBR concepts.
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The PBR pass slots into the graphics pipeline as shown below:

en/Building_a_Simple_Engine/Loading_Models/01_introduction.adoc

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Welcome to the "Loading Models" chapter of our "Building a Simple Engine" series! After exploring engine architecture and camera systems in the previous chapters, we're now ready to focus on handling 3D assets within our engine framework.
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In this chapter, we'll set up a robust model loading system that can handle modern 3D assets. Building upon the engine architecture we've established and the camera system we've implemented, we'll now add the ability to load and render complex 3D models. In the xref:../../15_GLTF_KTX2_Migration.html[chapter on glTF and KTX2] from the main tutorial, we learned about migrating from OBJ to glTF format and the basics of loading glTF models. Now, we'll integrate that knowledge into our engine structure to create a more complete implementation.
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In this chapter, we'll set up a robust model loading system that can handle modern 3D assets. Building upon the engine architecture we've established and the camera system we've implemented, we'll now add the ability to load and render complex 3D models. In the xref:../../15_GLTF_KTX2_Migration.adoc[chapter on glTF and KTX2] from the main tutorial, we learned about migrating from OBJ to glTF format and the basics of loading glTF models. Now, we'll integrate that knowledge into our engine structure to create a more complete implementation.
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This chapter will transform your understanding of 3D asset handling from simple model loading to sophisticated engine-level systems. We'll begin by building a scene graph, which provides the hierarchical organization that complex 3D scenes require. This foundation enables you to group objects logically, apply transformations at different levels, and efficiently manage scene complexity.
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en/Building_a_Simple_Engine/Loading_Models/09_conclusion.adoc

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== Conclusion
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In this chapter, we've completed our simple engine by integrating model loading capabilities with the architecture and camera systems developed in the previous chapters. Building upon our knowledge of glTF from the xref:../../15_GLTF_KTX2_Migration.html[main tutorial], we've implemented:
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In this chapter, we've completed our simple engine by integrating model loading capabilities with the architecture and camera systems developed in the previous chapters. Building upon our knowledge of glTF from the xref:../../15_GLTF_KTX2_Migration.adoc[main tutorial], we've implemented:
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1. A hierarchical scene graph for organizing 3D objects
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2. Support for glTF animations
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xref:../../attachments/simple_engine/20_loading_models.cpp[C{pp} code]
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xref:08_animations.adoc[Previous: Updating Animations] | xref:../Subsystems/01_introduction.adoc[Next: Subsystems] | xref:../index.html[Back to Building a Simple Engine]
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xref:08_animations.adoc[Previous: Updating Animations] | xref:../Subsystems/01_introduction.adoc[Next: Subsystems] | 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: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:../../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:05_vulkan_extensions.adoc[Previous: Vulkan Extensions for Mobile] | 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: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:../../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: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]

en/Building_a_Simple_Engine/Tooling/01_introduction.adoc

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Let's begin by exploring how to set up a CI/CD pipeline for Vulkan projects.
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xref:Subsystems/06_conclusion.adoc[Previous: Subsystems Conclusion] | xref:02_cicd.adoc[Next: CI/CD for Vulkan Projects]
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xref:../Subsystems/06_conclusion.adoc[Previous: Subsystems Conclusion] | xref:02_cicd.adoc[Next: CI/CD for Vulkan Projects]

en/Building_a_Simple_Engine/Tooling/07_conclusion.adoc

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* `simple_engine/34_crash_handling.cpp`: Implementation of crash handling and minidumps
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* `simple_engine/35_robustness_extensions.cpp`: Implementation of Vulkan extensions for robustness
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xref:attachment$simple_engine/32_cicd_setup.cpp[CI/CD Setup C{pp} code]
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xref:attachment$simple_engine/33_debug_utils.cpp[Debug Utils C{pp} code]
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xref:attachment$simple_engine/34_crash_handling.cpp[Crash Handling C{pp} code]
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xref:attachment$simple_engine/35_robustness_extensions.cpp[Robustness Extensions C{pp} code]
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xref:../../attachments/simple_engine/32_cicd_setup.cpp[CI/CD Setup C{pp} code]
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xref:../../attachments/simple_engine/33_debug_utils.cpp[Debug Utils C{pp} code]
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xref:../../attachments/simple_engine/34_crash_handling.cpp[Crash Handling C{pp} code]
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xref:../../attachments/simple_engine/35_robustness_extensions.cpp[Robustness Extensions C{pp} code]
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xref:06_packaging_and_distribution.adoc[Previous: Packaging and Distribution] | xref:../Mobile_Development/01_introduction.adoc[Next: Mobile Development]

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