jolikit
vulkan-guide
jolikit | vulkan-guide | |
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4 | 67 | |
5 | 806 | |
- | - | |
0.0 | 9.0 | |
over 2 years ago | 6 days ago | |
Java | SCSS | |
Apache License 2.0 | MIT License |
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jolikit
- Why is building a UI in Rust so hard?
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Learning Modern 3D Graphics Programming
https://github.com/jeffhain/jolikit/blob/master/README-BWD.m...
PS: I've been building a toolkit on top of that, that I use for a file explorer/editor, but it's not stable yet, still many little design points to think more thoroughly.
- How to draw ugly lines fast
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So you want to write a GUI framework
https://github.com/jeffhain/jolikit/blob/master/README-BWD.m...
It's not in version 1.0 yet, but should still remain quite stable (or even frozen, or... dead ;) in the future. Before doing so I'm waiting to finish the toolkit I'm building on top of it (which might involve also finishing the apps I'm building on top of the toolkit ;).
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?
PowerJob - Enterprise job scheduling middleware with distributed computing ability.
vk-bootstrap - Vulkan Bootstrapping Iibrary
ds_cinder - An application framework built on Cinder
raylib - A simple and easy-to-use library to enjoy videogames programming
didact - A DIY guide to build your own React
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
VCSamples - Samples for VC++
Vulkan - Examples and demos for the new Vulkan API
nanovg - Antialiased 2D vector drawing library on top of OpenGL for UI and visualizations.
SDL - Simple Directmedia Layer
nanovg - Antialiased 2D vector drawing library on top of OpenGL for UI and visualizations.
SPIRV-Reflect - SPIRV-Reflect is a lightweight library that provides a C/C++ reflection API for SPIR-V shader bytecode in Vulkan applications.