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In this technical update for the V-Engine, we dive into the architectural shift of moving our physics integration and UpdateCache stages to a dedicated Vulkan compute queue. This update was specifically designed to address bus bandwidth limitations by offloading memory‑bound CPU work to the GPU. By leveraging specialized GPU kernels, the engine now performs complex tasks—like the symplectic Euler integration and manifold cache updates—directly on the compute queue, ensuring a more efficient pipeline for high‑performance gaming. What we cover in this video: • Dedicated Compute Plumbings: How we extended the VulkanDevice to select a queue family that supports VK_QUEUE_COMPUTE_BIT without graphics overhead. • GPU Integration Kernel: The transition of the integration stage to a compute queue submission to harvest unused compute capacity. • GPU UpdateCache: The implementation of a GPU‑friendly hash table in an SSBO to manage manifold caches, including contact matching and reduction. • Bandwidth Strategy: Our “Track B” roadmap to keep body state GPU‑resident across frames, minimizing CPU readbacks and optimizing the render‑consumption path. About the V‑Engine: The V‑Engine is a modern, high‑performance game engine built with C++20 and Vulkan graphics, utilizing a pure Entity‑Component‑System (ECS) architecture for superior cache utilization and parallel processing. Key Technologies Featured: • Vulkan for explicit GPU control and high‑performance graphics. • EnTT for our core Entity‑Component‑System framework. • AMD VMA for efficient GPU memory management. #GameDev #Vulkan #CPPEngine #ECS #GPUPhysics #VEngine