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>could someone recommend a Vulkan introduction for people who don't "just want to make it work"? Khronos has a tutorial that walks you through getting a triang
by jplusequalt 3mo ago
>could someone recommend a Vulkan introduction for people who don't "just want to make it work"?
Khronos has a tutorial that walks you through getting a triangle on the screen, to rendering a glTF model, all the way up to how you go about making a simple engine.
But I'm not sure what you mean by "understand". If you want to understand the graphics theory, Vulkan tutorials aren't going to teach you that.
- gspr 3mo ago> But I'm not sure what you mean by "understand". If you want to understand the graphics theory, Vulkan tutorials aren't going to teach you that. I meant understand the Vulkan-specific minutiae of setting everything up for either graphics or compute. There's an order of magnitude or two more of it than for OpenGL, and lots of tutorials seem to skip it and focus on the graphics. I'd like to understand what all that setup does and why it's done a particular way.
- jplusequalt 3mo ago>I'd like to understand what all that setup does and why it's done a particular way. That's something you'll only understand after trying to build something non-trivial with an older graphics API like OpenGL.
- gspr 3mo agoNonsense. Man-made things can be explained by humans without needing to experience what came before.
- jplusequalt 3mo agoSure, it can be. Doesn't mean you'll take much away from it unless you're deeply familiar with the old ways of doing things.