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# vulkan-rust-learning
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Experiments for learning how write Vulkan, using Rust, for real-time raytracing, and other shenanigans.
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## Resources
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- [NVidia's Raytracing Best Practices](https://developer.nvidia.com/blog/best-practices-using-nvidia-rtx-ray-tracing/)
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- [Khronos Best Practices for Hybrid Rendering](https://www.khronos.org/blog/vulkan-ray-tracing-best-practices-for-hybrid-rendering)
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- [vulkano - Rust Bindings for Vulkan](https://crates.io/crates/vulkano)
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- [vulkano on GitHub](https://github.com/vulkano-rs/vulkano)
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- [Bevy](https://bevyengine.org/)
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- [Bevy on GitHub](https://github.com/bevyengine/bevy)
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## Architectures Notes
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- Use Top Level Acceleration Structure (TLAS) for instancing and describing geometry
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- Use Bottom Level Acceleration Structure (BLAS) for actually storying geometry inside of AABB regions
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- Keep BLAS AABBs condensed (less negative space), but don't overlap them either
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- We could have an AABB system that automatically generates it from placed level geometry? Too overkill?
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