|
|
|
|
|
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. |
|