14:59:02selwyni wonder if vulkan's focus on pipelines and lack of emphasis on global state (compared to opengl) make it quite suitable for incorporation into a clos-y data flow framework?
14:59:15selwyni.e. something akin to the shader pipeline in trial
15:05:08selwyni do not have the time for it right now, but i was wondering if you can point me in the direction of how to get a PBR demo in trial
15:05:50ShinmeraThe first step is getting a PBR-ready model. Then getting a fork of classimp with support for the latest version of the library
15:06:14ShinmeraThird is using trial-assimp to load the models and using the deferred renderer to compose a scene.
15:06:27ShinmeraThere's a workbench with that stuff somewhere in the git history.
15:13:05selwynam very much looking forward to this
15:13:33selwyni also misspent my childhood making games and game engines :) https://github.com/selwynsimsek/FPS-demo-2006
15:13:34Colleengithub.com/selwynsimsek/FPS... Website (HTML), Title: GitHub - selwynsimsek/FPS-demo-2006: A game engine demo I created using Java and JOGL
15:15:02ShinmeraTell me about it. https://github.com/Shinmera/Transcend
15:15:03Colleengithub.com/Shinmera/Transcend Website (HTML), Title: GitHub - Shinmera/Transcend: A Java game framework based on LWJGL