10-09-2025

Programming woes

Vulkan is such an interesting graphics library. Its coveted by many as new approach to the graphics pipeline that is, at a much lower level, completely different to OpenGL and DirectX with great portability and cross-compatibility with pretty much everything. The only problem is finding out what I should and shouldnt do feels like jumping into the deep end of a pool but the pool is actually as deep as a black hole. Is this objectively true? I could not tell you since I'm at best a hobbiest programmer. I lack the general knowledge of understanding programming structure. For example if you take a look at one of my earlier projects I could not tell you if what I made is a good implementation. It works, but as for whether or not the program follows general standards or guidelines I could not tell you. This leads me to my next problem, finding a good Vulkan tutorial/guide. I found the one located at Vulkan-tutorial.com but it uses the C bindings. I spent a whole week trying to wrap my head around it before giving up. Today, I found that the Khronos Group has their own and it has a C++ tut.

The Khronos tutorial seems a lot better in my opinion as it uses cmake. I still had to figure out how to use cmake files with AI, please dont crucify me, but the overall structure makes so much more sense to me when I use vulkan.hpp instead. It also helped me setup my development environment a lot quicker and with the details it provides I understand more of whats happening in my code. I have even managed to catch-up to the other tutorial in a matter for minutes!

Sorry for the late post I meant to make this yesterday but I fell asleep before I started so I backdated the post. :3
#vulkan #programming

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