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by badsectoracula 1143 days ago
> Vulkan is a Standard. It uses standardese language to define things. It defines all the relevant concepts like instance, physical device, logical device, command pools and buffers, etc.

FWIW i also disagree with the article on that front. I wrote a simple demo of Vulkan[0] the day the specs became available and was able to learn it (or enough of it to write the demo) just by reading the specs themselves - i remember finding them very easy to read. However i already had graphics programming knowledge using OpenGL for many years before that - but it isn't like someone is going to learn graphics programming from OpenGL's spec either, there is/was the Red Book for that.

That said, i agree that Vulkan itself is cumbersome to write - and really why i never bothered with it after writing the demo and getting my feet wet with it. IMO...

> Vulkan IS cumbersome to write using just C API, yes, but when you write actual program you usually wrap this functionality in a thin layer, and then suddenly everything becomes a lot less cumbersome. [..] Construction of all of the pipelines, render passes, command buffers, etc. can also be wrapped in much the same way.

...having to paper over an API to hide its guts doesn't exactly sound good for that API's design. Personally at least i never felt i had to paper over OpenGL, or even the little (pre-12) Direct3D code i wrote.

[0] https://i.imgur.com/rd8Xk84.gif