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by segfaultbuserr
907 days ago
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> It wasn’t just that we’d managed to get a triangle onto the screen. That could be done in about a day. It was the journey the triangle had taken to get up on the screen. If anyone wants to experience something like that today, just follow an introductory tutorial on Vulkan programming. Vulkan is a programming model that gives so much low-level control directly to programmers. As a result, this "Hello Triangle" example became (in)famous for its need to implement a skeleton of a full 3D engine in thousands of lines of code before you can render a triangle on the screen. https://vulkan-tutorial.com/Drawing_a_triangle/Setup/Base_co... |
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That tutorial is a general overview of all the possible boilerplate you would expect to see in a template project, and just happens to end in a triangle being drawn on the screen.
You could skip a lot of those steps. Is that 5 page section on constructing validation layers and fine tuning the debugger really necessary if your end goal was a triangle?
You can draw a triangle in Metal in thousands of lines of code too. And it’s common to have several hundred lines of pipeline descriptors, buffer management, and debug tooling before you even started encoding into your shaders. But it’s not necessary for _just a triangle_.