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Updated up to chapter 17
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README.md

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We will use [LWJGL](http://www.lwjgl.org/) as the Java library which provides the required bindings to use Vulkan and any other required APIs. This book is the result of my self learning language, that I think it may help the community.
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![Sample screen shot](./bookcontents/chapter-13/rc13-screen-shot.png)
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![Sample screen shot](./bookcontents/chapter-17/rc17-screen-shot.png)
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> [!NOTE]
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> This is a new version which tries to use modern Vulkan features, such us:

bookcontents/README.md

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# Table of Contents
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The book is structured in the following chapters:
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- [Chapter 00](chapter-00/chapter-00.md): Vulkan introduction and book pre-requisites.
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- [Chapter 01](chapter-01/chapter-01.md): Describes the basic scaffolding code to support rendering.
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- [Chapter 02](chapter-02/chapter-02.md): We start with the first Vulkan pieces of code that will create a Vulkan instance.
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- [Chapter 03](chapter-03/chapter-03.md): We continue with the definition of more basic Vulkan concepts such as the physical and Logical devices, surfaces and queues.
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- [Chapter 04](chapter-04/chapter-04.md): The key mechanism to present images to the screen is presented: the Swap chain.
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- [Chapter 05](chapter-05/chapter-05.md): In this chapter we will setup the basic structures for rendering (render information, command buffers and the synchronization mechanisms).
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- [Chapter 06](chapter-06/chapter-06.md): In this chapter we define the classes required to define the vertices, use the graphics pipeline and create shaders. We will draw our first shape to the screen (a triangle).
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- [Chapter 07](chapter-07/chapter-07.md): In this chapter we go 3D by implementing depth testing and add windows resizing support.
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- [Chapter 08](chapter-08/chapter-08.md): In this chapter we add support for loading complex 3D models using Assimp and textures.
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- [Chapter 09](chapter-09/chapter-09.md): We will automatically generate mipmaps, add support for transparent objects, add a camera to move around the scene and use dynamic uniform objects.
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- [Chapter 10](chapter-10/chapter-10.md): Vulkan Memory Allocator.
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- [Chapter 11](chapter-11/chapter-11.md): Post processing.
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- [Chapter 12](chapter-12/chapter-12.md): Render of GUI elements through ImGui.
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- [Chapter 13](chapter-13/chapter-13.md): Sound with OpenAL.
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- [Chapter 14](chapter-14/chapter-14.md): Deferred rendering (I).
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- [Chapter 15](chapter-15/chapter-15.md): Deferred rendering (II).
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- [Chapter 16](chapter-16/chapter-16.md): Cascade shadows.
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- [Chapter 17](chapter-17/chapter-17.md): Animations.
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bookcontents/chapter-17/chapter-17.md

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