| > e.g. doing a spinning cube takes several hundred lines of code This really doesn't mean much. The second cube (or another shape) isn't going to double the line count. > OpenGL was never "easy" but it was at least something a regular person could learn the basics of in a fairly short amount of time. The problem is that OpenGL no longer matches current hardware so the naive way to use it is very much suboptimal for performance. Once you move to zero driver overhead techniques for OpenGL then Vulkan is not that much harder. > Like, imagine the newest Intel/ARM/AMD chips came along and instead of being able to write C or C++, you're being told "We are dropping support for higher level languages so you can only write assembly on this now and it'll be faster because you have more control!" It would be correctly labeled as ridiculous. Except current Intel/ARM/AMD chips don't support C or C++ and you already have to write assembly ... or use a third-party tool to do the translation from C or C++ for you. That's also the goal for Vulkan - to provide a low level standard interface for GPUs on top of which more user friendly abstractions can be layered. |
It's like the difference between "Hello World" in Python and "Hello World" in Java. Doesn't matter in the context of a serious software engineering project, but it's a significant barrier for beginners.