title: Vulkan: Separate vertex buffers or dynamic vertex buffers?
body: <p>So I'm starting to learn Vulkan, and I still haven't done anything with multiple objects yet, thing is, if I'm making a game engine, and I'm implementing some kind of &quot;drag and drop&quot; thing, where you drag, for example, a cube from a panel, and drop it into the scene, is it better to... ?</p>
  <ul>
  <li>Have separate vertex buffers.</li>
  <li>Have just one, and make it grow kinda like a <code>std::vector</code> class or something, but this sounds really slow considering I have to perform a transfer operation with command buffers every time a resize needs to happen (every time a new object gets added to the scene).</li>
  </ul>