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by vblanco
5 days ago
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Im the author of vkguide.dev and i disagree. I wrote that tutorial specifically for people that have already gone through learnopengl and want to learn vulkan.
The core problem with the modern apis is that they are so incredibly complicated that they will kill any newbie on the spot. When the student still doesnt really know what a mesh is, having them setup GPU side memory allocators and graphics compute pipelines is absurd. Opengl meanwhile is significantly easier, and will give them the important terminology and math required to do graphics. Once the student has learned opengl and wrote a small renderer with a few basic techniques, moving to vulkan or DX12 will happen far more smoothly. In particular, learnopengl explains a lot of basics like transformation coordinates, what a mesh is, and other similar "basic knowledge", while all vulkan and dx12 tutorials skip through that because they are meant for a much more experienced audience. |
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You want to start with OpenGL because the API is organized roughly around these high level concepts. Starting with something like Vulkan means you're dropped straight into hundreds of lines of low level boilerplate setting up VkCommandBuffers and VkRenderPasses and VkPipelines and shaders, and all this GPU programming, and it's all just bewildering if you're used to thinking about things at the high level first, or just want to draw a fucking triangle on the screen.