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Rendering a triangle using Vulkan and Rust

github.com

1–8 of 8 posts

Re: Rendering a triangle using Vulkan and Rust

#3
This is a useful resource, but I'd encourage people to use OpenGL as their default - i.e. use it unless you shouldn't

Vulkan is extremely powerful and gives very fine-grained control over the hardware, but on the other hand requires large amounts of overhead code to make it work (as you can see in this repo!)

Re: Rendering a triangle using Vulkan and Rust

#5
post #3

This is a useful resource, but I'd encourage people to use OpenGL as their default - i.e. use it unless you shouldn't Vulkan is extremely powerful and gives very fine-grained control over the hardware, but on the other hand requires large amounts of overhead code to make it work (as you can see in this repo!)

Why would I choose OpenGL instead of a higher level framework or library based on Vulkan (or maybe wgpu).

Re: Rendering a triangle using Vulkan and Rust

#7

I love projects like this. A quick start to play with another rendering environment. Although I must say the implementation is quite verbose, but I didn't yet look at the details and did not yet take a look at Vulkan.

This is pretty much bare-bones for Vulkan. Very few default choices are made for you, so you really have to twiddle all the knobs of a very complicated device.