CQC
vulkan-guide
CQC | vulkan-guide | |
---|---|---|
29 | 67 | |
65 | 812 | |
- | - | |
1.8 | 9.0 | |
over 2 years ago | 5 days ago | |
C++ | SCSS | |
MIT License | MIT License |
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CQC
- Remaining Relevant Over Four Decades
-
When Zig is safer and faster than (unsafe) Rust
And CQC which is the automation system: https://github.com/DeanRoddey/CQC
- Using Exceptions for all Error Handling.... in Theory
- What personal projects can you do with C++?
- The Cargo Cult of Good Code
- 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?
NetFabric.Hyperlinq - High performance LINQ implementation with minimal heap allocations. Supports enumerables, async enumerables, arrays and Span<T>.
vk-bootstrap - Vulkan Bootstrapping Iibrary
souffle-haskell - Haskell bindings for the Souffle datalog language
raylib - A simple and easy-to-use library to enjoy videogames programming
JetStory2018 - Source code for JetStory2018 game
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
depman
Vulkan - Examples and demos for the new Vulkan API
Notes-To-WAV-converter - A program that converts musical notes stored in a text file into WAV files. I know this is not a good Git repository.
SDL - Simple Directmedia Layer
terra - Terra is a low-level system programming language that is embedded in and meta-programmed by the Lua programming language.
SPIRV-Reflect - SPIRV-Reflect is a lightweight library that provides a C/C++ reflection API for SPIR-V shader bytecode in Vulkan applications.