vulkan-guide
SPIRV-Reflect
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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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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?
SPIRV-Reflect
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[Part 4] Update of my Vulkan toy renderer: Mesh Shader Pipeline, Reversed-Z Depth Buffer, SPIRV-Reflect and many more
Automated descriptor set layout creation using SpirV-reflect. This will be used for more stuff in the future.
- GLSL std140 layout for Arrays of Scalars
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Is it possible to get set number from uniform block reflection in glslang?
You might be able to get it with https://github.com/KhronosGroup/SPIRV-Reflect ?
- Reflection on shaders to determine uniforms, samplers, attributes, etc.
What are some alternatives?
vk-bootstrap - Vulkan Bootstrapping Iibrary
SPIRV-Cross - SPIRV-Cross is a practical tool and library for performing reflection on SPIR-V and disassembling SPIR-V back to high level languages.
raylib - A simple and easy-to-use library to enjoy videogames programming
meshoptimizer - Mesh optimization library that makes meshes smaller and faster to render
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
Vulkan - Examples and demos for the new Vulkan API
SDL - Simple Directmedia Layer
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