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I'm a graphics programmer and basically write Vulkan code full time. It's an amazing and excellent API with an absolutely crazy good documentation. I've done so
by justsid 3y ago
I'm a graphics programmer and basically write Vulkan code full time. It's an amazing and excellent API with an absolutely crazy good documentation. I've done some DirectX and Metal work too, and while they are definitely less verbose, I find them much harder to use because I have to rely on my intuition and prior experience for how things interact with each other. With Vulkan, it's spelled out for me in the specification.
Yes, Vulkan comes with more boilerplate. But who cares? Vulkan was meant to write your engine in, not something you call directly from client game code. It works extremely well and Khronos deeply cares about Vulkan and continuously improves it. Part of the verbosity also comes from the fact that Vulkan scales from small embedded SoCs to big gaming GPUs and everything inbetween, so the API has to cover a lot of potential hardware quirks. Viewing Vulkan as a kinda low level HAL helps explain a lot of the verbosity.
Anyways, long story short, I absolutely love working with Vulkan and after having been Vulkan programmer since basically day 1 of its existence, you can take it from my cold dead hands.