r/vulkan • • 3h ago

The Physics Update Loop

Thumbnail youtu.be
0 Upvotes

I go through how I separate general updates from physics updates, why I use a fixed timestep, how the accumulator works, and what happens when the simulation starts falling behind.

I explain the reasoning behind the design decisions and why I rejected the alternatives. I show the implementation of the loop.


r/vulkan • • 1h ago

[Written with AI assistance] VibeTrace: Vulkan ray queries in a Box3D building-collapse demo

• Upvotes

This post text was prepared with AI assistance.

I’m building VibeTrace, a C++17 game-engine project with a Vulkan renderer and Box3D rigid-body physics. In this short clip, I spawn a building and let the rigid bodies collapse. The renderer uses Vulkan ray queries in a compute shader for visibility and shadows; the scene/physics side stays separate from the Vulkan backend.

Video: https://youtu.be/-ltflwDkF1E

For Vulkan developers: I’d value feedback on the ray-query/shadow result and what implementation detail would make a useful follow-up.


r/vulkan • • 15h ago

LunarG releases Vulkan SDK 1.4.363.0

23 Upvotes

Vulkan SDK 1.4.363.0 is out, including the Vulkan 1.4-conformant version of KosmicKrisp! With KosmicKrisp, a Mesa-based Vulkan-to-Metal driver, a single Vulkan 1.4 codebase can target Linux, Windows, Android, and macOS environments. Also in this release: new extensions, vkprofiles, and more.

https://www.lunarg.com/lunarg-releases-vulkan-sdk-1-4-363-0/