|DirectXTK||Open-Source Vulkan C++ API|
|7 days ago||5 days ago|
|MIT License||Apache License 2.0|
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How to handle multithreading in concept.
2 projects | reddit.com/r/gamedev | 27 Dec 2021
then check up this https://github.com/microsoft/DirectXTK/wiki/Getting-Started
How do I get started with Frank Luna's DX11 book?
2 projects | reddit.com/r/GraphicsProgramming | 4 Nov 2021
Let's have a chat about the Dunning-Kruger Effect
1 project | reddit.com/r/gamedev | 27 Jan 2021
Edit: Microsoft actually has a nice series on starting from scratch in DirectX up to a full 3D environment https://github.com/Microsoft/DirectXTK/wiki/Getting-Started
Open-Source Vulkan C++ API
Dont Know If I am searching correct or not.
1 project | reddit.com/r/vulkan | 24 Jan 2022
It's a wrapper anyway. If you learn Vulkan and know C++ you can easily start using vulkan.hpp by reading their concise documentation.
Does anybody really use deleters ?
1 project | reddit.com/r/cpp | 21 Dec 2021
As an aside, vulkan-hpp exists which is a C++ RAII wrapper around regular vulkan. Better to use that than try to do it yourself.
VULKAN_HPP_NO_CONSTRUCTORS not working?
1 project | reddit.com/r/vulkan | 22 Jul 2021
How are the raii wrappers different from the Unique versions?
The github doc says that there's an overhead to the Unique types since they must store allocation callbacks. Is that true for the RAII types too? which approach is better? What do I use?
There is nothing that requires doing any sort of RAII types. Personally, having each object be able to delete itself by keeping track of what created it so it can call a Vulkan destroy method doesn't really gain me anything. When I am dealing with an explicit API like this, I am really ok with being explicit about when I am done with a resource and it can be freed. These wrappers can also get you into trouble like this. On the off chance that I do somehow not free a resource when I am done with it, that is likely a hint at a bigger issue with my code that these sort of utilities will clean up and hide from the resource tracker in the validation layers.
How do you design / structure your Vulkan applications?
2 projects | reddit.com/r/vulkan | 1 May 2021
I'm waiting for the vulkan_raii.hpp to come as part of the SDK by default, do you plan to move to that when it does or stick to your classes?2 projects | reddit.com/r/vulkan | 1 May 2021
A Simple C++ Helper Library For Vulkan
2 projects | reddit.com/r/vulkan | 20 Apr 2021
May I ask if you know about https://github.com/KhronosGroup/Vulkan-Hpp ?
What are some alternatives?
urho3d - Cross-platform 2D and 3D game engine
GLFW - A multi-platform library for OpenGL, OpenGL ES, Vulkan, window and input
Ogre 3D - scene-oriented, flexible 3D engine (C++, Python, C#, Java)
OpenVDB - OpenVDB - Sparse volume data structure and tools
Skia - Skia is a complete 2D graphic library for drawing Text, Geometries, and Images.
OpenSubdiv - An Open-Source subdivision surface library.
Irrlicht - An automatically updated mirror of the Irrlicht SVN repository on sourceforge
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
OpenSceneGraph - OpenSceneGraph git repository