Index: DO-game.txt
===================================================================
--- TODO-game.txt	(revision 6d698e5736195101a9e732a05c1fba762b8f5f61)
+++ 	(revision )
@@ -1,16 +1,0 @@
-Go back to the original sdl+vulkan example and check if I have made any differences to my copies of the sdl implementation and vulkan implementation classes.
-
-Confirm the following:
-
-I believe minImageCount is basically hard-coded to 2 right now. There is code to set it based on the present mode, but that only runs if the image count is set to 0 initially, so will only run when that is done and some asserts checking that the min image count is >= 2 are removed.
-
-There is also a check that caps the swapchain min image count between the min and max image count returned by the surface capabilities. Verify that I can instead run this check on g_minImageCount directly (this is true if g_minImageCount isn't used for anything else).
-
-CONCLUSION
-===========
-
-Everything above has been confirmed
-
-Since the VkSurface is only ever created once, I think the min and max images for it shouldn't change, so I should be able to check those values once at the start of the program and not worry about them again.
-
-This means that I could also probably keep using the structure I had that stored the surface capabilities, surface format, and present mode.
Index: docs/README.txt
===================================================================
--- docs/README.txt	(revision 6d698e5736195101a9e732a05c1fba762b8f5f61)
+++ docs/README.txt	(revision 87cfedea2fc81622781947424cc490fdffe4cce2)
@@ -45,14 +45,7 @@
 --------
 
-Download the vulkan sdk (make sure VULKAN_SDK_PATH in the makefile points to it)
+Add the Vulkan SDK repo to apt
 
-sudo apt-get install libxcb1-dev xorg-dev libglm-dev libsdl2-dev libsdl2-image-dev libsdl2-ttf-dev
-
-source setup-env.sh into your current shell
-
-mActually, I think now this should work, after following the online instructions for installing Vulkan:
-sudo apt-get install vulkan-sdk libsdl2-dev libsdl2-image-dev libsdl2-ttf-dev libglm-dev
-(Follow the instructions at https://vulkan.lunarg.com/sdk/home#linux to add the latest Vulkan SDK version to apt-get)
-(Verify that installing libvulkan-1 is not required)
+sudo apt install build-essential vulkan-sdk libglm-dev libsdl2-dev
 
 make vulkangame && ./vulkangame
@@ -60,13 +53,13 @@
 For the sfml version: (these directions need verification)
 
-sudo apt-get install libglm-dev libsfml-dev
+sudo apt install libglm-dev libsfml-dev
 
-Currently, the apt-get sfml package doesn't have Vulkan support, so need to install from source as follows:
+Currently, the apt sfml package doesn't have Vulkan support, so need to install from source as follows:
 
 Build the library yourself by following the instructions at https://www.sfml-dev.org/tutorials/2.5/compile-with-cmake.php
 
-sudo apt-get install libfreetype-dev libx11-dev libxrandr-dev libudev-dev libopengl-dev libflac-dev libogg-dev libvorbis-dev libopenal-dev libpthread-stubs0-dev
+sudo apt install libfreetype-dev libx11-dev libxrandr-dev libudev-dev libopengl-dev libflac-dev libogg-dev libvorbis-dev libopenal-dev libpthread-stubs0-dev
 
-sudo apt-get install cmake-qt-gui
+sudo apt install cmake-qt-gui
 
 Clone the sfml repo
@@ -96,10 +89,10 @@
 ---------------------------------------
 
-sudo apt-get install xorg-dev  libglew-dev libglm-dev libglfw3-dev
+sudo apt install xorg-dev  libglew-dev libglm-dev libglfw3-dev
 
 make openglref && ./openglref
 
 (Old Linux instructions for compiling game.cpp)
--sudo apt-get install cmake xorg-dev  libglew-dev libglu1-mesa-dev freeglut3-dev mesa-common-dev
+-sudo apt install cmake xorg-dev  libglew-dev libglu1-mesa-dev freeglut3-dev mesa-common-dev
 
 -Compile GLFW3 from source
Index: docs/game-TODO.txt
===================================================================
--- docs/game-TODO.txt	(revision 87cfedea2fc81622781947424cc490fdffe4cce2)
+++ docs/game-TODO.txt	(revision 87cfedea2fc81622781947424cc490fdffe4cce2)
@@ -0,0 +1,16 @@
+Go back to the original sdl+vulkan example and check if I have made any differences to my copies of the sdl implementation and vulkan implementation classes.
+
+Confirm the following:
+
+I believe minImageCount is basically hard-coded to 2 right now. There is code to set it based on the present mode, but that only runs if the image count is set to 0 initially, so will only run when that is done and some asserts checking that the min image count is >= 2 are removed.
+
+There is also a check that caps the swapchain min image count between the min and max image count returned by the surface capabilities. Verify that I can instead run this check on g_minImageCount directly (this is true if g_minImageCount isn't used for anything else).
+
+CONCLUSION
+===========
+
+Everything above has been confirmed
+
+Since the VkSurface is only ever created once, I think the min and max images for it shouldn't change, so I should be able to check those values once at the start of the program and not worry about them again.
+
+This means that I could also probably keep using the structure I had that stored the surface capabilities, surface format, and present mode.
Index: makefile
===================================================================
--- makefile	(revision 6d698e5736195101a9e732a05c1fba762b8f5f61)
+++ makefile	(revision 87cfedea2fc81622781947424cc490fdffe4cce2)
@@ -35,7 +35,5 @@
 endif
 ifeq ($(OS),Linux)
-	#LIBS = `pkg-config --static --libs sdl2`
-	LIBS = 
-	LIBS := -lvulkan $(LIBS) -lSDL2 -lSDL2_image -lSDL2_ttf # TODO: figure out how to statically link these, ideally using pkg-config
+	LIBS = `pkg-config --static --libs vulkan sdl2`
 endif
 
@@ -74,5 +72,5 @@
 .PHONY: shaders
 shaders:
-	./compile.sh
+	bash compile.sh
 
 clean:
