The-Forge VS vulkan-guide

Compare The-Forge vs vulkan-guide and see what are their differences.

The-Forge

The Forge Cross-Platform Rendering Framework PC Windows, Steamdeck (native), Ray Tracing, macOS / iOS, Android, XBOX, PS4, PS5, Switch, Quest 2 (by ConfettiFX)
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The-Forge vulkan-guide
34 71
4,833 954
0.8% -
7.5 8.4
about 2 months ago about 2 months ago
C++ SCSS
Apache License 2.0 MIT License
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
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.

The-Forge

Posts with mentions or reviews of The-Forge. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2024-02-20.

vulkan-guide

Posts with mentions or reviews of vulkan-guide. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2024-06-07.
  • Beginners Guide to Vulkan
    1 project | news.ycombinator.com | 21 Oct 2024
    This is from 2017, which matters a lot because Vulkan has developed significantly since then in ways that make it more approachable, and many of the resources linked from there haven't been updated in years.

    https://vkguide.dev is probably the best introductory resource today.

  • Vulkan Tutorial
    2 projects | news.ycombinator.com | 7 Jun 2024
    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.
  • I learned Vulkan and wrote a small game engine with it (in 3 months)
    17 projects | news.ycombinator.com | 6 Jun 2024
    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
    2 projects | news.ycombinator.com | 5 Jun 2024
  • NVK is now ready for prime time
    2 projects | news.ycombinator.com | 1 Mar 2024
    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
    2 projects | news.ycombinator.com | 5 Feb 2024
  • Struggling to Update Vertex Buffer via Staging Buffer
    1 project | /r/vulkan | 12 Jul 2023
    Also, use https://vkguide.dev/ rather than vulkan-tutorial.
  • What are the best textbooks/resources for learning graphics programming practically in 2023?
    6 projects | /r/GraphicsProgramming | 6 Jul 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?
    4 projects | /r/GraphicsProgramming | 6 Jun 2023
  • Yuzu Ea 3608 is out!
    2 projects | /r/NewYuzuPiracy | 24 May 2023
    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/

What are some alternatives?

When comparing The-Forge and vulkan-guide you can also consider the following projects:

bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.

vk-bootstrap - Vulkan Bootstrapping Iibrary

DiligentEngine - A modern cross-platform low-level graphics library and rendering framework

raylib - A simple and easy-to-use library to enjoy videogames programming

filament - Filament is a real-time physically based rendering engine for Android, iOS, Windows, Linux, macOS, and WebGL2

Veldrid - A low-level, portable graphics library for .NET.

Vulkan - C++ examples for the Vulkan graphics API

VulkanSceneGraph - Vulkan & C++17 based Scene Graph Project

SDL - Simple Directmedia Layer

ImGui.NET - An ImGui wrapper for .NET.

SPIRV-Reflect - SPIRV-Reflect is a lightweight library that provides a C/C++ reflection API for SPIR-V shader bytecode in Vulkan applications.

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