Hacker News new | ask | show | jobs
by NekkoDroid 15 days ago
Why you aren't entirely incorrect, I would argue you also aren't entirely correct.

With Vulkan the hard part isn't the typing, it's the understanding and figuring out an abstraction that suits you/your project that is the hard part. And kinda the same with writing a game engine. There is basically infinite resources and libraries to make it easier, but what you actually are spending your time on is figuring out an abstraction that makes sense for the user of the engine. There is a reason why almost no 2 engines end up with even close APIs.

1 comments

Exactly. And when writing your own engine, you _should_ type these lines to render a triangle definitely by hand, to understand what is being done and then use that input to build the right abstraction so one doesn't have to type it over and over again.