opengl is for people who want to finish projects and vulkan is for people who are just looking for something to help their ecs framework stand out a little more
@aeva I dislike OpenGL so strongly I wrote a Vulkan renderer which scraps all aspects of rasterization, instead using mesh shaders -> BVH gen -> ray query inside compute shaders. I raised every Vulkan dev's eyebrow.
@lynne neat. what game did you use it for?
@aeva Wasn't really a game. I wrote https://github.com/cyanreg/versp since I got into Bonzomatic and wanted to do livecoding listening to music. But I got bored with it.
I'm building a simulator which uses this mechanism for physics. The idea is to construct small meshlets via mesh shaders, then determine collisions with ray queries. Mainly for materials like sand or really viscous fluids.
tbh its now that I hate OpenGL, its just that I'm simply too stubborn to understand how writing to a global scalar variable inside a vertex shader causes stuff to happen in a fragment shader. How is this a nice API?
GitHub - cyanreg/versp: Mesh+compute+raytracing live coding environment

Mesh+compute+raytracing live coding environment. Contribute to cyanreg/versp development by creating an account on GitHub.

GitHub
@lynne simple. i like it, and I'm the authority on which api is good 😎