CIDLib
vulkan-guide
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CIDLib | vulkan-guide | |
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35 | 67 | |
208 | 800 | |
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0.0 | 9.1 | |
over 2 years ago | 2 months ago | |
C++ | SCSS | |
MIT License | MIT License |
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For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
CIDLib
- Remaining Relevant Over Four Decades
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When Zig is safer and faster than (unsafe) Rust
It's open source. It's in two parts CIDLib, which is the general purpose layer: https://github.com/DeanRoddey/CIDLib/
- Using Exceptions for all Error Handling.... in Theory
- The Cargo Cult of Good Code
- Do any of you use python or another scripting language instead of a build system?
- Why C++ devs earn so much more than js and python?
- C++ Developers of Reddit, tell your story
- 30,000 hours
- Systems Programming & Memory Safety
- Can't modern c++ be as safe as rust?
vulkan-guide
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NVK is now ready for prime time
I totally agree, and so do the people working on it as well as some of the volunteers who write tutorials.
There's an ongoing effort to create beginner friendly introductory material which was discussed in the recent Vulkanised conference. And an effort to make a better documentation site that's easier to browse than the specification.
On the volunteer front, there's a Vulkan 1.3 -based introductory tutorial (work in progress) over at https://vkguide.dev/
I think there should be a Vulkan tutorial that doesn't start with the boring stuff of initialization and window creation. It's stuff that you write once and forget about, and nothing particularly interesting happens in it.
Looking at my hobby project, excluding the boring stuff (which is reusable), a "hello compute" example is around 100 LOC and a "hello triangle" around 120 LOC. GLSL shader sources included.
Maybe someday I'll get around to writing a "learn Vulkan the hard way" blog post with examples.
- LearnD3D11, a guide aimed at anyone trying to learn Direct3D11
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Struggling to Update Vertex Buffer via Staging Buffer
Also, use https://vkguide.dev/ rather than vulkan-tutorial.
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What are the best textbooks/resources for learning graphics programming practically in 2023?
Once you're beyond the "introductory" phase, resources become more specialized based on what you'd like to learn -- there are Vulkan tutorials like https://vkguide.dev/ which will teach you the API and also give a bit more insight in how modern GPU hardware is structured, there are books like the "GPU Zen" series that do deep-dives on specific techniques, and there are tons of recorded GDC and SIGGRAPH talks on interesting new techniques. :)
- Where do I start learning graphics programming?
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Yuzu Ea 3608 is out!
Personally, I'm a hands on learner who actually wants to use this stuff in my career, so I'd recommend these tutorials: https://learnopengl.com/ https://vulkan-tutorial.com/Overview https://vkguide.dev/
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Theory on structuring graphics projects, building interfaces, and designing abstractions?
vkguide teaches some good practices regarding code/renderer structure, but I'm afraid it doesn't go as deep as you'd like. It's certainly deeper than most other tutorials, though.
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"reportedly Apple just got absolutely everything they asked for and WebGPU really looks a lot like Metal. But Metal was always reportedly the nicest of the three modern graphics APIs to use, so that's… good?"
https://vkguide.dev/ This is my favorite.
- Extension VK_KHR_swapchain not found in list of known instance extensions
- Resources to build a game engine from scratch?
What are some alternatives?
kanzi-cpp - Fast lossless data compression in C++
vk-bootstrap - Vulkan Bootstrapping Iibrary
NetFabric.Hyperlinq - High performance LINQ implementation with minimal heap allocations. Supports enumerables, async enumerables, arrays and Span<T>.
raylib - A simple and easy-to-use library to enjoy videogames programming
going-native-py - Bringing the power, stability and functional capabilities of C++ to Python.
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
cmake-init-executable - Example executable output of cmake-init
Vulkan - Examples and demos for the new Vulkan API
cmake-init - The missing CMake project initializer
SDL - Simple Directmedia Layer
3d-game-shaders-for-beginners - 🎮 A step-by-step guide to implementing SSAO, depth of field, lighting, normal mapping, and more for your 3D game.
SPIRV-Reflect - SPIRV-Reflect is a lightweight library that provides a C/C++ reflection API for SPIR-V shader bytecode in Vulkan applications.