Vulkan-Samples
vulkan-guide
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Apache License 2.0 | MIT License |
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Vulkan-Samples
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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?"
/u/SaschaWillems is amazing. He shows up a lot pretty much everywhere and contributed heavily to the Vulkan Samples. The samples are amazing for getting a good overview of certain features. Just pick a sample (like Dynamic Rendering) and look for comments. In my experience, the important bits are commented. What is learnopengl.com to OpenGL is probably Sascha Willems to Vulkan. Vulkan tutorials are not as praised as learnopengl.com was but I've yet to see something bad about the stuff Sascha Willems has on his GitHub and blog.
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Any good compute shader tutorials?
For implementation details in Vulkan: Check the compute n-body example by Sascha Willems: https://github.com/SaschaWillems/Vulkan-Samples
vulkan-guide
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Vulkan Tutorial
I recommend https://vkguide.dev instead. It's opinionated towards modern rendering techniques, provides code for all chapters and after you complete it, you feel prepared to continue working on your own.
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I learned Vulkan and wrote a small game engine with it (in 3 months)
Khronos overhauled their docs last year. I've found the "Vulkan Guide" easier to read than the spec.
https://docs.vulkan.org/guide/latest/index.html
Not to be confused with the tutorial you're referring to.
https://vkguide.dev
- Vulkan1.3 on the M1 in 1 Month
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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.
What are some alternatives?
WebGlobe - 3D Globe Screensaver Written in WebGPU
vk-bootstrap - Vulkan Bootstrapping Iibrary
raylib - A simple and easy-to-use library to enjoy videogames programming
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
Vulkan - C++ examples for the Vulkan graphics API
SDL - Simple Directmedia Layer
SPIRV-Reflect - SPIRV-Reflect is a lightweight library that provides a C/C++ reflection API for SPIR-V shader bytecode in Vulkan applications.
AMDVLK - AMD Open Source Driver For Vulkan
LearnOpenGL - Code repository of all OpenGL chapters from the book and its accompanying website https://learnopengl.com
The-Forge - The Forge Cross-Platform Rendering Framework PC Windows, Steamdeck (native), Ray Tracing, macOS / iOS, Android, XBOX, PS4, PS5, Switch, Quest 2
VulkanSceneGraph - Vulkan & C++17 based Scene Graph Project
onyx - Toolkit for converting and building songs for Rock Band, Guitar Hero, Clone Hero, and other similar rhythm games