Open-Source Vulkan C++ API
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Learning DirectX 12 in 2023
13 projects | dev.to | 30 Jan 2023
DirectXTK 12 (includes SimpleMath and other goodies)
Where to start learning OpenGL or DirectX11 Graphics Programming with C++?
4 projects | /r/GraphicsProgramming | 9 Jun 2022
DirectXTK (basically XNA ported to C++, after it was dropped)
I'm having a hard time staying committed to learning C++ and OpenGL for game development.
6 projects | /r/cpp | 31 Mar 2022
Because you get stuff like DirectXTK and PIX from the company that does the API, while on Khronos stuff you need to go hunting for comunity or GPU vendor specific tooling.
How to handle multithreading in concept.
2 projects | /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 | /r/GraphicsProgramming | 4 Nov 2021
Open-Source Vulkan C++ API
Recommendations on how to start a small Vulkan project
6 projects | /r/vulkan | 16 May 2023
Or the vulkan.hpp RAII samples would be a good place?
What's the most hilarious use of operator overloading you've seen?
7 projects | /r/cpp | 6 May 2023
For a real-life example: consider the vk::raii namespace of Vulkan-Hpp, where the developers have posted examples. The vk::raii::su namespace has a bunch of free functions that one might think are associated with a Vulkan instance/object (in fact, the Vulkan Tutorial does implement them as member functions), but they are much nicer when used as pure functions. It keeps the class/struct definition itself nice and clean.
CLion vs VSCode in 2023 for C++
3 projects | /r/cpp | 31 Jan 2023
VS 2022 has seen a massive increase in performance especially after its move to 64-bit. It lints even the largest headers (ahem, Vulkan-Hpp) in a matter of seconds whereas CLion just chokes and crashes.
Cross platform low level graphics API suitable for game development?
4 projects | /r/gamedev | 27 Jan 2023
std::string_view, std::string, char const*, and char const* const*
2 projects | /r/cpp_questions | 24 Jan 2023
So I am attempting to follow the Vulkan Tutorial, but I am trying to use decidedly more C++ than the tutorial suggests, by using the Vulkan-Hpp C++ bindings and the vk::raii classes, in particular.
I put together this compute pipeline example using the C++ RAII interface. Perhaps other beginners could learn from it, and any code reviews/comments would be welcome.
2 projects | /r/vulkan | 31 Dec 2022
Its literally a few kb: https://github.com/KhronosGroup/Vulkan-Hpp/tree/master/vulkan Why on earth are you downloading all the samples and what not? Just use the hpp files and be done with it. SMH
Ask HN: How I get a job that uses C?
2 projects | news.ycombinator.com | 16 Nov 2022
All the current major game engines are C++. C hasn't been widely used since the Quake 3 days.
While yes the Vulkan & OpenGL APIs are pure C, that's very, very little of what you actually code against. You very quickly abstract that or use a middleware like bgfx or whatever. In the case of Vulkan while the spec API is C, there's first-class C++ wrappers/bindings provided as well: https://github.com/KhronosGroup/Vulkan-Hpp
And other than Vulkan & OpenGL, you'll find that most other APIs/libraries in the space are C++, not C. Valve's libraries are C++. Dear ImGui is C++. Bullet & PhysX are C++. Microsoft's glTF SDK is C++. etc...
You can argue endlessly about how "true C++" those all are or if they're just "C with namespaces" but that's largely irrelevant - they aren't C and they need a C++ compiler.
Bootstrapping Vulkan for Scientific Compute Applications?
3 projects | /r/vulkan | 19 Sep 2022
Having this on the side and reading the actual implementation is in my opinion the best way to learn about using Vulkan compute and how the different parts of Vulkan are related. On the other hand you need to be at least little bit familiar with concepts of Vulkan (and vulkan.hpp) to understand it and know how would things change if you would change some options.
The project with a single 11,000-line code file
9 projects | /r/programming | 3 Apr 2022
vulkan_structs.hpp - part of the Vulkan-Hpp library (Vulkan bindings for C++) comes in at 97967 lines of code.
How are the raii wrappers different from the Unique versions?
4 projects | /r/vulkan | 14 May 2021
What are some alternatives?
Ogre 3D - scene-oriented, flexible 3D engine (C++, Python, C#, Java)
GLFW - A multi-platform library for OpenGL, OpenGL ES, Vulkan, window and input
Skia - Skia is a complete 2D graphic library for drawing Text, Geometries, and Images.
urho3d - Game engine
Irrlicht - An automatically updated mirror of the Irrlicht SVN repository on sourceforge
OpenVDB - OpenVDB - Sparse volume data structure and tools
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
OpenSubdiv - An Open-Source subdivision surface library.
OpenSceneGraph - OpenSceneGraph git repository
magnum - Lightweight and modular C++11 graphics middleware for games and data visualization