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/tech/ - Technology

"Technology reveals the active relation of man to nature" - Karl Marx
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File: 1651132290532.jpg (12.11 KB, 600x400, fuckvulkan.jpg)

 No.14560

Making a demo application before I port it into a game engine and thought I'd learn vulkan. Big fucking mistake, this is the most verbose and painful API I've ever worked with. I am actually writing driver code right now, I've worked with gpu driver code and I think this might be even more robust.

Doesn't help the community is full of assholes who say shit like 'well you just don't like low-level code'. Fuck you I'm literally a kernel engineer, I love low-level access and minimal abstraction, but this was designed for maximum pain. I can't imagine DX12 or Metal is anywhere near this sadistic.

Don't believe me, follow along and type ~2k lines before you write a fucking vertex shader:

https://vulkan-tutorial.com/

 No.14561

Basically I fell for the vulkan meme and now feel sunk-cost enough to see it through.

 No.14562

Still better than DirectX or OpenGL.

 No.14564

>>14562
yea im not so sure about that, probably should have gone with opengl in hindsight.

 No.14565

Do you think you can write a good abstraction layer for it?

 No.14566

>>14565
there probably should be one (people have floated around the idea of opengl wrapper around vulkan), or at least a minimal project with sensible defaults already set up. Most older opengl books end up writing a mini game-engine with a scene graph, texture and model loading etc - im surprised there is a dearth of this type of material except for the samples written by lunarg.

This looks like the best available atm: https://github.com/PacktPublishing/3D-Graphics-Rendering-Cookbook

 No.14568

>>14566
SDL has vulkan support (https://wiki.libsdl.org/CategoryVulkan). Are there any advantages to using raw vulkan?

 No.14569

>>14568
i've never considered sdl adequate enough to abstract away the state engine for opengl, just like past window setup glfw isn't saving you *that* much coding. Like here you are still creating your physical device and swap chain, I'd have to look more but this looks like a rather thin wrapper, rather than an abstraction:

https://wiki.libsdl.org/SDL_Vulkan_GetDrawableSize

Have you done graphics programming before or are you just spitballing?

 No.14570

>>14569
I found your tutorial in Vulkan/SDL (https://github.com/electromaggot/HelloVulkanSDL). It still looks verbose but seems to automate most initialization.

>this looks like a rather thin wrapper

you're right
>Have you done graphics programming
a little :^)

 No.14581


 No.14585

>>14581
> 3641 pages

 No.14586

>>14585
most of it is currently extensions that you may or may not use. this is the core, a mere 1 and a half thousand pages:
https://www.khronos.org/registry/vulkan/specs/1.3/html/
https://www.khronos.org/registry/vulkan/specs/1.3/pdf/vkspec.pdf


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