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4

Your first check is likely to be a LoadLibrary call (or equivalent for your platform) for the Vulkan DLL: HMODULE vulkanDll = LoadLibrary("vulkan-1.dll"); Then you'll want to acquire the pointer to vkCreateInstance. PFN_vkCreateInstance vkCreateInstance; // ... vkCreateInstance = GetProcAddress(vulkanDll, "vkCreateInstance"); Then you'll want to fill ...


3

I need somehow to delay an initialization of other level's entities Why not add an init() and a terminate() methods to your Level class that does just that? init() populates your level when you're ready to play it, and terminate() cleans everything up when you're done with it. You might want to consider changing your architecture to have Level created ...


2

Generally game mechanics should not behave differently depending on whether or not the player observes the event. The player expects that the game mechanics outside of their field of view behave exactly as those inside their field of view. It is very immersion-breaking when they leave an area, enter it again shortly afterwards and apparently in the mean-time ...


1

The problem is in your game loop You are limiting your rendering fps to your game world fps. You should update your world on a fixed timestep and either leave the render timestep to vsync or limit to something like 60.. You're using non floating point variable types where you should be using floating point math. This adds imprecision and can cause ...



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