Voxels #1: Introduction, using Vulkano
Triangle! It rotates!

Greetings! This is the first post of what will hopefully be many posts about my journey in creating a Voxel engine in Rust. This series of posts will serve as a way for me to document my progress for myself and anyone else interested in this sort of thing. Let's get started.
I spent some time following the tutorial at vulkano.rs in to learn the Vulkano crate, which is a "safe Rust wrapper around the Vulkan API". I opted for a Vulkan-based graphics backend because I wanted something low-level, and settled on Vulkano as the Rust wrapper (instead of ash) because I haven't used Vulkan before and figured this would be a gentler introduction.
You can find my code at fefgames/voxels on Github. The majority of it is a restructured version of the code from the Vulkano tutorial, but with a twist! One of the vertices of the triangle with move around the origin. This required setting up a staging buffer for the vertices and copying it over to the GPU at a regular interval; I chose 20 FPS. See the gif below.

That's what I have for now, stay tuned for updates!