VulkanSceneGraph
vulkan-guide
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VulkanSceneGraph
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Vulkan all the way: Transitioning to a modern low-level graphics API in academia
I have not used this, but heard good things about Vulkan Scene Graph. https://github.com/vsg-dev/VulkanSceneGraph Like Open Scene Graph, it's more than just a scene graph. It provides math and geometry among other abstractions for computer graphics.
- Vulkan Scene Graph. The Open Scene Graph Successor
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Beginner question: Is Vulkan like OpenGL except more focused on concurrency?
In fact, there is now a VulkanSceneGraph ( https://github.com/vsg-dev/VulkanSceneGraph ) from the authors of OpenSceneGraph that does exactly what OSG does, but atop Vulkan. Not everything is identical between VSG and OSG, but VSG is definitely a next-generation OSG written atop Vulkan. It addresses many of the limiting design decisions that held OSG back, and is significantly faster than OSG even ignoring the speedup of Vulkan's own efficiencies.
- The current state of GPU API's and why I wish V-EZ hadn't died.
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Cross-platform 3D engine recommendation
If I were starting from scratch I'd go with VulkanSceneGraph though https://github.com/vsg-dev/VulkanSceneGraph
- Examples of good Vulkan code organization and abstractions?
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Visualization Libraries On Top Of Vulkan
Perhaps https://github.com/vsg-dev/VulkanSceneGraph will be of some interest.
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?
The-Forge - The Forge Cross-Platform Rendering Framework PC Windows, Steamdeck (native), Ray Tracing, macOS / iOS, Android, XBOX, PS4, PS5, Switch, Quest 2
vk-bootstrap - Vulkan Bootstrapping Iibrary
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
raylib - A simple and easy-to-use library to enjoy videogames programming
ultimatepp - U++ is a C++ cross-platform rapid application development framework focused on programmer's productivity. It includes a set of libraries (GUI, SQL, Network etc.), and integrated development environment (TheIDE).
Lumos - Cross-Platform C++ 2D/3D game engine
Vulkan - Examples and demos for the new Vulkan API
webgpu-headers
SDL - Simple Directmedia Layer
wgpu - Cross-platform, safe, pure-rust graphics api.
SPIRV-Reflect - SPIRV-Reflect is a lightweight library that provides a C/C++ reflection API for SPIR-V shader bytecode in Vulkan applications.