TODO ========== - Switch the game to use SDL and Vulkan (based on the test program I already made) - Will require switching the UI from IMGUI to Vulkan - Make window resizing and fullscreen mode work correctly LONGTERM TODO ============== Phase 1 -Allow the ship laser to be upgraded after killing a certain amount of asteroids -There will be two upgrade levels that change the laser color and increase its damage -Go over the code again and fix the remaining TODO items Phase 2 -Look for ways to make the game engine more generic -Maybe separate out the camera controls -Turn the game into more of an overhead view RTS where you can use the mouse to select and move ships Apparently a new pipeline is required for every type of shader However, it seems like I should only need one swap chain Seems like I'll have to create a new set of framebuffers and a new set of command buffers as well I will definitely have to create new command buffers, since that's where I specify the vertex buffers and index buffer for the draw operation We'll need to have a separate command buffer for every framebuffer in the swapchain Actually, I could probably just have multiple vkCmdDraw calls in each command buffer and rebind to a different pipeline between each one