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by skocznymroczny 2346 days ago
I think expert in driver and compiler development is too much. It takes a lot more to get started, because it doesn't assume any defaults, but then it isn't too hard as long as you venture into topics like multithreading, but then in OpenGL you never went into multithreading in the first place.

I think the best middleground between OpenGL and middleware engines are translation layers such as gfx-rs and bgfx, which offer a low-level but userfriendly API and can compile to several different graphics API backends.

1 comments

Experience has proven that if you aren't really deep into Vulkan, the end result will be worse than just doing it in OpenGL, in terms of performance.