| ▲ | corysama 2 hours ago | |||||||
I still think that OpenGL is a better place to start learning 3D because there is so much less bookkeeping to do regarding memory and concurrency vs. Vulkan. I'm working on a "Post-Modern OpenGL" tutorial that exclusively teaches the most "modern" (merely a decade old) APIs and practices of GL 4.6. But, writing is slow going... If you are going to use Vulkan, check out https://howtovulkan.com/ Vulkan started with a lot of compromises to make mobile hardware happy at the expense of making everything overly complicated on desktop. Over the past decade, desktop devs have managed to get a lot of features added to make Vulkan on desktop more sane. How To Vulkan covers that newer approach. This recent video "It's Not About the API" https://www.youtube.com/watch?v=7bSzp-QildA shows how simple it can be if you let it. And, if you are on a Mac, folks who use Metal like it a lot. Don't worry about lock-in. Once you learn the basics, knowledge is easily transferable to DX12 and Vulkan. You should plan to write 3 or 4 renderers to throw away anyway :P | ||||||||
| ▲ | cyber_kinetist an hour ago | parent [-] | |||||||
> I'm working on a "Post-Modern OpenGL" tutorial that exclusively teaches the most "modern" (merely a decade old) APIs and practices of GL 4.6. But, writing is slow going... Is it the AZDO stuff? Quite interested, since there isn't really much information on the Internet about it rather than some slides and GDC videos. | ||||||||
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