Maybe it would make sense to add an additional chapter that introduces vertex pulling + buffer device address as an alternative to the traditional vertex buffer + descriptor path?
The motivation being:
closer to modern engine architectures (GPU-driven, bindless-style data)
aligns with patterns used in ray tracing and mesh/task workflows
gives a more “direct memory access” model (somewhat CUDA-like)
useful for large-scale transform / vertex data handling
The existing path is great for teaching core Vulkan concepts — but adding a “Vertex Pulling with Device Address” section could be really valuable?
Maybe it would make sense to add an additional chapter that introduces vertex pulling + buffer device address as an alternative to the traditional vertex buffer + descriptor path?
The motivation being:
closer to modern engine architectures (GPU-driven, bindless-style data)
aligns with patterns used in ray tracing and mesh/task workflows
gives a more “direct memory access” model (somewhat CUDA-like)
useful for large-scale transform / vertex data handling
The existing path is great for teaching core Vulkan concepts — but adding a “Vertex Pulling with Device Address” section could be really valuable?