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gsprlast Thursday at 5:48 PM1 replyview on HN

Relatedly: could someone recommend a Vulkan introduction for people who don't "just want to make it work"? I understand the fact that Vulkan abstracts away a lot less of the rendering device than OpenGL does – that may be a strength or a weakness, but either way I'd like to understand. It seems a lot of introductions just skip over it all while apologizing for the boilerplate.

I think I once bookmarked an article which takes an interesting approach, namely doing all rendering with Vulkan compute! Does that ring a bell to anyone? I can't find it again. It seems very appealing to me. It may not be the best way to approach graphics, but I know a lot more about computations in general than I do graphics in particular. And knowing Vulkan Compute would help me in lots of ways, so it I can also use it for graphics that's a nice bonus.


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jplusequaltlast Thursday at 10:34 PM

>could someone recommend a Vulkan introduction for people who don't "just want to make it work"?

Khronos has a tutorial that walks you through getting a triangle on the screen, to rendering a glTF model, all the way up to how you go about making a simple engine.

But I'm not sure what you mean by "understand". If you want to understand the graphics theory, Vulkan tutorials aren't going to teach you that.