TODO
==========
- Switch the game to use SDL and Vulkan (based on the test program I already made)
  - Will require switching the UI from IMGUI to Vulkan
- Make window resizing and fullscreen mode work correctly


LONGTERM TODO
==============

Phase 1
-Allow the ship laser to be upgraded after killing a certain amount of asteroids
   -There will be two upgrade levels that change the laser color and increase its damage
-Go over the code again and fix the remaining TODO items

Phase 2
-Look for ways to make the game engine more generic
   -Maybe separate out the camera controls
-Turn the game into more of an overhead view RTS where you can use the mouse to select and move ships

Apparently a new pipeline is required for every type of shader
However, it seems like I should only need one swap chain 
Seems like I'll have to create a new set of framebuffers and a new set of command buffers as well

I will definitely have to create new command buffers, since that's where I specify the vertex buffers and
index buffer for the draw operation

We'll need to have a separate command buffer for every framebuffer in the swapchain

Actually, I could probably just have multiple vkCmdDraw calls in each command buffer and rebind to a different
pipeline between each one
