I'm slowly working through the vulkan spec writing a compute-only vulkan program from scratch that doesn't render anything, and it's going pretty well because the spec is really well written and I already know more or less exactly what I want to do anyway, but I just want to say just how silly (fun) it feels to write a program like this because you get to just skip over large swaths of the API.
Like, I'm working from the spec because the tutorials all make it more complicated.
I think it's cute that practically every vulkan command has one or more optional args to let you enter Hard Mode
(sorry for the double post, I added this to the wrong thread)
I wonder how many people have actually managed to knuckle down and write a complete, useful vulkan program from scratch (no copy pasting from tutorials and stack overflow, no offloading significant parts to 3rd party libraries like VMA)
To think if I power through and get this thing working I could potentially be like the 20th person to bother
@hipsterelectron the downside though is it's exquisitely verbose and filled to the brim with footguns that are not likely to be obvious without some kind of relevant experience.
The situation is a bit better now because there's a number of great high quality libraries for doing various common tasks that compose well with one another, but I don't think we're quite at the point where it can fill all of OpenGL's niches yet.
@aeva it's also so verbose to please the hakf dozen IHVs who all have different underlying models.
I miss OpenGL ES.