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by pingyong 2346 days ago
Hmm. I've only really played around with both (OpenGL 4.x and Vulkan), but while Vulkan had an insane amount of boilerplate initially, it was really intuitive to me. The situation of "what do I even have to google here?" never came up, while that happened a lot with OpenGL. If you already have a working code base obviously that doesn't really matter, but if I was writing a new engine today, I'd probably use Vulkan just because the API seems so much more intuitive to me. (Well, Vulkan or D3D11.)