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by pjmlp
2347 days ago
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> They need to stop only thinking in the ways OGL/D3D taught them to think, and need to also think like a driver developer, or possibly even a compiler developer. Which is exactly the opposite than anyone that wants to draw something wants to think about. Also Vulkan is on its merry path to have endless list of extensions, so it will eventually match OpenGL's complexity about what code paths to take, with the required cleverness of having to be a graphics programmer, driver developer and compiler developer at the same time. No wonder anyone that wants to stay sane rather picks up a middleware engine instead. |
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This is a case of working as designed. The people trying to directly use Vulkan in their games without any middleware layer are just generally wrong here.
Regarding extensions, this is just what happens when you specify something that keeps evolving - there’s no getting around this. What you can do to minimise the complexity is decide to require certain extensions once they’ve been around for long enough. That’s what everyone does.