Advanced Vulkan Rendering: Building a Modern Frame Graph and Memory Management System
dev.to·3h·
Discuss: DEV
  • Author: Cat Game Research Team
  • Date: October 6, 2025
  • Milestone: M4 Phase 1 - Advanced Rendering Infrastructure
  • Technical Level: Intermediate to Advanced

Abstract

To build a modern game engine, you need more than draw calls and good intentions. Today’s GPUs demand rendering architectures that are declarative, dependency-aware, and ruthlessly optimized. In this post, we unpack two core subsystems powering Bad Cat: Void Frontier:

  • A DAG-based render graph with automatic synchronization and pass culling
  • A Vulkan Memory Allocator (VMA) integration for high-performance, low-fragmentation GPU memory management We explore the journey from forward rendering to frame graphs, delve into the concepts of DAGs and resource lifetimes, and guide you throug…

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