I recently [did a write-up](http://www.saschawillems.de/?p=1886) with my personal view on Vulkan for a hobby developer. It goes into detail on some of the most important things to consider when deciding on how to switch over from Vulkan and also clears up some things that several press articles got wrong.
All examples are derived from a base class that encapsulates common used Vulkan functionality and all the setup stuff that's not necessary to repeat for each example. It also contains functions to load shaders and an easy wrapper to enable debugging via the validation layers.
Most basic example. Renders a colored triangle using an indexed vertex buffer, only one pipeline with very simple shaders. Uses a single uniform buffer for the matrices.
Vulkan interpretation of glxgears. Procedurally generates separate meshes for each gear, with every mesh having it's own uniform buffer object for animation. Also demonstrates how to use different descriptor sets.
### Mesh rendering
*todo* : Current screenshot
Uses [assimp](https://github.com/assimp/assimp) to load a mesh from a common 3D format and shows how to render it in Vulkan.
### Mesh instancing
*todo* : Current screenshot
Based on the mesh demo, but does instanced rendering of the same mesh using separate uniform buffers for each instance.
Uses a matcap texture (spherical reflection map) to fake complex lighting. It's based on [this article](https://github.com/spite/spherical-environment-mapping).
Generating curved PN-Triangles on the GPU using tessellation shaders to add details to low-polygon meshes, based on [this paper](http://alex.vlachos.com/graphics/CurvedPNTriangles.pdf).
Renders the vertex normals of a complex mesh with the use of a geometry shader. The mesh is rendered solid first and the a geometry shader that generates lines from the face normals is used in the second pass.