What A Developer Thinks About Vulkan After Using It In A Game Engine
One of the developers behind a new open-source 3D game engine written in C++ and using Vulkan and DirectX 12 as rendering back-ends has shared his thoughts on this new Khronos graphics API after diving into it for this project.
That open-source 3D C++ game engine with Vulkan support is called Hatchit and there is Linux support. The code to the Hatchit game engine is available via GitHub. This game engine was developed by several people at the Rochester Institute of Technology in New York.
Arsen Tufankjian who was one of the ~7 involved in developing this open-source game engine with Vulkan support has written an interesting postmortem on the project and specifically his work on writing the Vulkan renderer.
The key takeaways from this article is that the developer encourages everyone to "get comfortable with Vulkan; it's here to stay", there should be much focus on having an "awesome" build system, developers should focus on proper multi-threading even before getting to Vulkan, keep iterating until the design is right, test on as much hardware as possible, and "read the spec and then read it again", and there was also much praise for SpirV-Cross as the tool for parsing and converting SPIR-V shaders to other languages.
Read more here.
That open-source 3D C++ game engine with Vulkan support is called Hatchit and there is Linux support. The code to the Hatchit game engine is available via GitHub. This game engine was developed by several people at the Rochester Institute of Technology in New York.
Arsen Tufankjian who was one of the ~7 involved in developing this open-source game engine with Vulkan support has written an interesting postmortem on the project and specifically his work on writing the Vulkan renderer.
The key takeaways from this article is that the developer encourages everyone to "get comfortable with Vulkan; it's here to stay", there should be much focus on having an "awesome" build system, developers should focus on proper multi-threading even before getting to Vulkan, keep iterating until the design is right, test on as much hardware as possible, and "read the spec and then read it again", and there was also much praise for SpirV-Cross as the tool for parsing and converting SPIR-V shaders to other languages.
Read more here.
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