**Assets & Paths** - Default locations - `assets/` for models/textures and `shaders/` for GLSL live at the repo root. - The engine auto‑detects these folders by walking up from the working directory. - Override root via environment - Set `VKG_ASSET_ROOT` to a directory containing `assets/` and/or `shaders/`. - Example: `VKG_ASSET_ROOT=/home/user/vulkan-engine ./bin/vulkan_engine` - API - Use `AssetLocator` through `EngineContext::getAssets()` helpers: - `shaderPath("name.spv")` resolves a shader. - `assetPath("relative/or/absolute")` resolves runtime assets. - `modelPath("some.glb")` is an alias for `assetPath`. - Sample content - The engine loads `assets/police_office.glb` by default in `VulkanEngine::init()`. - Ensure this file (and any textures it references) exists under your asset root, or adjust the path used by the sample scene. - Materials & sRGB - See `docs/asset_manager.md` for mesh/material creation and sRGB/UNORM handling. - Conventions: - Albedo/base color → sRGB - Metallic-Roughness → UNORM (G=roughness, B=metallic) - Normal map → UNORM (+Y green up)