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    Cover of Vulkan Programming Guide

    Vulkan Programming Guide

    Graham Sellers, John Kessenich · 2016

    Programming
    Open LibraryAmazon
    Stats for nerds
    0recommend
    3mentions
    3people
    2016–2021years
    100% neutral

    Mentions per year

    201620172018201920202021

    What Hacker News says

    1. pjmlpApr 2021
      Here is one,

      https://www.amazon.com/Vulkan-Programming-Guide-Official-Lea...

      > On Windows, everyone is using DirectX 11

      Which is quite different from "It also doesn't help that Vulkan development is basically C++ and Windows".

      On Apple, all relevant engines support Metal directly, no need for MoltenVK at all. That is just for the usual FOSS anti-Apple folks that buy Apple hardware and then complain it isn't GNU/Linux.

      > However, most game developers DON'T CARE.....

      I agree 100% with this statement.

      thread
    2. jacobparkerJun 2017
      If you're interested in something that's not strictly real-time a good book is physically based rendering http://www.pbrt.org/ . It uses a literate-programming style which is neat. It's about path-tracing which is similar to ray-tracing but can give an unbiased approximation to the rendering equation (which is a reasonably accurate model of "everyday" optics.) Here is a JS+WebGL (mostly WebGL ;) ) interactive path-tracer: http://madebyevan.com/webgl-path-tracing/

      ---

      Vulkan is pretty boring to be honest. I'm very doubtful that you want to bother with it if you're just starting. Using these APIs is like filling out tax forms, but Vulkan is a lot more effort than OpenGL (but, OpenGL is weird...) Learning shaders in OpenGL will be pretty transferable knowledge. Vulkan uses a lower-level assembly-like language, SPIR-V that doesn't pretend to be C (like GLSL) but there are GLSL to SPIR-V compilers. I can't comment on DX (I haven't used it.)

      Here's a tutorial on drawing you first triangle: https://software.intel.com/en-us/articles/api-without-secret... . Note that there is a lottttt of code to do this (this is part 3...) I really think you could learn more about modern graphics with glBegin(GL_TRIANGLES) and writing GLSL shaders than boring yourself with Vulkan.

      If you do want to play with Vulkan there is this book (piggy-backing off the rep from the old "OpenGL Bible") https://www.amazon.com/Vulkan-Programming-Guide-Official-Lea... . I can't give it an honest review because I got bored; I plan to pick it up again later...

      thread
    3. auviFeb 2016
      Great news! I am waiting for the book titled "Vulkan Programming Guide: The Official Guide to Learning Vulkan (OpenGL) 1st Edition" to come out. Looks like it will be out in August 2016.
      thread

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