Sorry, I haven't been posting here for a while! We are now on chapter 6, mesh/task shaders and GPU culling. We have the meshlet side of things working and now moving to frustum and occlusion culling. We started by implementing a depth pyramid:

Might be a good time to introduce myself: I am a graphics programmer and currently co-authoring an advanced book on Vulkan with Gabriel Sassone :)

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Mastodon server focused on game development and related topics.