Introducing Vulkan-Hpp – Open-Source Vulkan C++ API
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Re: Introducing Vulkan-Hpp – Open-Source Vulkan C++ API
#2Enjoying Vulkan so far in the recently patched Doom, which netted me a minimum 10% increase in frames per second. I really hope this gets adopted / patched into current games, and those on the horizon. Seems like a big win for cross platform development.
Re: Introducing Vulkan-Hpp – Open-Source Vulkan C++ API
#3Are there any scene graph libraries that use Vulkan?
Re: Introducing Vulkan-Hpp – Open-Source Vulkan C++ API
#4As a game developer I'm pretty excited about this. There is really no reason to use DX12 backend anymore in the future game development, because of the ease of development, performance and multiplatform features of the Vulkan.
Re: Introducing Vulkan-Hpp – Open-Source Vulkan C++ API
#5A lot of their "improvements" could be done just by using C99 designated initializers.
Re: Introducing Vulkan-Hpp – Open-Source Vulkan C++ API
#6A lot of their "improvements" could be done just by using C99 designated initializers.
And why the downvotes? Class-based wrappers may very well add confusion, overhead and leaky abstractions, not to mention bugs.
Re: Introducing Vulkan-Hpp – Open-Source Vulkan C++ API
#7Vulkan is an NVIDIA gpu api.
https://www.khronos.org/vulkan/
Re: Introducing Vulkan-Hpp – Open-Source Vulkan C++ API
#8Vulkan is an NVIDIA gpu api. https://www.khronos.org/vulkan/
As I understand it, the goal is a cross-platform GPU API, not specific to nVidia.
Re: Introducing Vulkan-Hpp – Open-Source Vulkan C++ API
#9As a game developer I'm pretty excited about this. There is really no reason to use DX12 backend anymore in the future game development, because of the ease of development, performance and multiplatform features of the Vulkan.
Except the little detail that there is zero Vulkan support on:
- iOS
- macOS
- PSP, PS3, PS4
- Wii U, 3DS
- XBox 360, ONE
- any Android version - UWP