vulkan-guide
LearnOpenGL
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vulkan-guide | LearnOpenGL | |
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67 | 624 | |
784 | 10,125 | |
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9.1 | 3.7 | |
about 1 month ago | 21 days ago | |
SCSS | C++ | |
MIT License | GNU General Public License v3.0 or later |
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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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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.
- Resources to build a game engine from scratch?
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Trying to write a simple example of a synchronization problem in Vulkan
Context: I just want to better understand synchronization, semaphores, barriers, render pass dependencies, etc. I am fairly new to Vulkan but watched this excellent Vulkan Lecture Series (all episodes), took notes, followed the Vulkan Guide tutorials, played with a couple of code examples for post-processing, raytracing and subpasses from this repo in order to practice, etc. In other words, I am a Vulkan newbie, but have started putting the effort to learn.
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std::string_view, std::string, char const*, and char const* const*
Also,this guide was better when I ran through Vulkan. Also also the Vulkan C++ wrapper was just pure jank just not worth it, but it was a couple years ago so it could be better now.
LearnOpenGL
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LearnD3D11, a guide aimed at anyone trying to learn Direct3D11
Also recommended: LearnOpenGL [1] and Vulkan Guide [2]
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Is there space in this field for extreme cases like mine ?
- Game development - Unity3D project based learning in C#: https://learn.unity.com/ - Graphics - There was another user on r/GraphicsProgramming the other day (who teaches Computer Graphics at his university) that linked their lecture series for the entry year of their course here: https://tamats.com/learn/realtime-graphics/ - Project based learning: https://github.com/ssloy/tinyrenderer/wiki - Rendering API tutorials: https://vulkan-tutorial.com/, https://learnopengl.com/
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Where do I start to learn C++ for a game development
If u want to make 3D game, you'll probably want to learn some 3D shader graphic stuff. OpenGL is a good start. https://learnopengl.com
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Ask HN: Learn Graphics Programming, Recommendations?
LearnOpenGl.com
Possibly a smidge outdated.
Goes from blank window to rendering 3d meshes with advanced lighting techniques (HDR, SSAO and more).
Heped me understand shader pipeline, so I recommend it.
- Ajutor in privinta incercarii a face un joc
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Realtime Ray Marching implemented with Rust and wgpu
Perhaps you could learn something like https://learnopengl.com/ first to master intermediate and advanced content in Computer Graphics. And then try to port these richly documented algorithms to WGSL.
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How do I become a graphics programmer? – A guide from AMD Game Engineering team
I started with putting pixels in MCGA to CPU rasterize phong shaded triangles, and I don’t recommend it.
Instead, I’d recommend
WebGPU is a pretty good starting point, that's what I did myself (with C++, not Rust though, which should be even more straightforward). You can even use it in the browser and skip all the native hassle.
Just learn the basic concepts like buffers, drawing, texture, light, perspective etc. from https://learnopengl.com/ then you can jump into WebGPU. Even though there's not that many WebGPU tutorial, applying the OpenGL tutorials to it is pretty straightforward once you understand the fundamentals.
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How do I compile using cl.exe c++
they link it at that page at the bottom of the lesson but just for ease here is the source code from learnopengl.com
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Exploring Computer Graphics: Weekly Chronicle #1
Learn OpenGL online book
What are some alternatives?
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.
imgui - Dear ImGui: Bloat-free Graphical User interface for C++ with minimal dependencies
sokol - minimal cross-platform standalone C headers
bevy - A refreshingly simple data-driven game engine built in Rust
SFML - Simple and Fast Multimedia Library
Vulkan - Examples and demos for the new Vulkan API
glad - Multi-Language Vulkan/GL/GLES/EGL/GLX/WGL Loader-Generator based on the official specs.
SDL - Simple Directmedia Layer