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Slightly off-topic, but where's the complexity of Vulkan (the 1000 lines) coming from? My memory tells me that most of the misery is from the window system inte
by creata 2y ago
Slightly off-topic, but where's the complexity of Vulkan (the 1000 lines) coming from? My memory tells me that most of the misery is from the window system integration, and that the rest is pretty pleasant.
- davemp 2y agoYou have to wrangle a bunch of complex structs into rendering pipelines before you can really do anything at all: https://vkguide.dev/docs/new_chapter_3/building_pipeline/ https://vkguide.dev/docs/new_chapter_3/building_pipeline/
- cyber_kinetist 2y agoCounter-intuitively, when you actually start caring about performance (easy to write "working" Vulkan code, hard to write efficient Vulkan code that competes with DX11 driver magic)