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I'd rather suggest that people learn D3D11 first, if they can, instead of Vulkan. The OpenGL programming model has a lot of backwards ideas that can make graphi
by Jasper_ 6y ago
I'd rather suggest that people learn D3D11 first, if they can, instead of Vulkan. The OpenGL programming model has a lot of backwards ideas that can make graphics seem far more complicated than it is. Vulkan removes those and gets closer to the D3D11 style, but it also introduces a lot of more complicated ideas. Learning the whole gamut at once is a challenge.
There are other options to get started with graphics. Frameworks you can use to start putting your toes in the water: any game engine, a higher-level graphics framework like raylib or bgfx, or a cross-platform graphics layer like WebGPU/wgpu.
I don't want to gatekeep, just being realistic that if you're new to graphics in general, Vulkan might not be the best place to start. You'll get there eventually though.
- anchpop 6y agoIf they want to use Rust, wgpu-rs is basically a simpler and memory-safe version of the Vulkan API. Obviously the overhead will be unacceptable for some use-cases, but it's a good way of learning the core concepts of Vulkan and 3D rendering in general