API without Secrets: The Practical approach to Vulkan

Started by JeGX, August 28, 2018, 09:48:23 AM

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JeGX

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Welcome to the continuation of our Vulkan* API-related series of articles. In the Introduction to Vulkan tutorial, we learned the most important basics of this low-level graphics programming library. You already know how to write simple programs that use Vulkan. You know how to display things on screen. Now you can use that same knowledge to display more complicated scenes.

The Vulkan API is very coherent and as concise as possible, despite the fact that it is also very verbose and requires us to write huge amounts of code. Vulkan's learning curve is steep. It is extremely hard to write a basic program. But once you master it, you can develop more complicated scenes without learning a lot more—at least from the API perspective. Displaying vast and beautiful scenery isn't much harder than displaying a simple triangle. On the other hand, doing so in an optimal way is truly a challenge. That's why we thought it is a good time to move on with the tutorial and try another approach and another perspective.

Links:

- Introduction to a Practical Approach Vulkan - Preface

- Introduction to a Practical Approach Vulkan - Part 1 - Frame Resources Count

- Code samples @ Github