![]() But who cares? Vulkan was meant to write your engine in, not something you call directly from client game code. With Vulkan, it's spelled out for me in the specification. 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. It's an amazing and excellent API with an absolutely crazy good documentation. I'm a graphics programmer and basically write Vulkan code full time. ![]() (It's also worth remembering that every iOS Developer builds for Metal, so it isn't like there isn't knowledge out there about how to use it - it's just among mobile game developers instead of the AAA developers). Almost everyone who has actually used Metal has commented on how it is much, much easier to hit the ground running than Vulkan, because Vulkan requires mountains of boilerplate. WebCL? Well, that was a JavaScript system for OpenCL, and that was as bad of an idea as it sounds.Īnd of course, most recent example: Vulkan. WebGL? The W3C is working on replacing it with the (far superior) WebGPU. OpenXR? Well, at least Oculus is actually using it. OpenVG was a standard for accelerating 2D Graphics that was a little too late to matter. OpenCL hasn't exactly set the world on fire compared to CUDA. There have been (though don't quote me on this) stories about how everything Khronos standardizes reeks of design-by-committee, to the detriment of the final standard.Īn obvious example would be OpenGL, which nobody has called a well-designed API.īut there's other misfires as well.
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