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I'd like to jump into Vulkan at some point, not for raylib but for personal interest in learning this new API. Vulkan is way more verbose and complex than OpenGL, what can be accomplished in OpenGL in a few hundred lines of code requires a few thousand lines of code in Vulkan. Also raylib won't benefit much of Vulkan because Vulkan is an API intended to squeeze the maximum power from the GPU, usually intended for GPU-intensive applications, like AAA games. raylib plays in a lower league, actually, it doesn't expose some advance features that came with latest OpenGL versions (4.0 and beyond). The only interesting point about integrating Vulkan is the |
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I'd suggest considering a rlgl style wrapper to BGFX as this gets you the so called "modern" api's all from one API covering a number of different platforms, that said using its C api can be ... well... interesting (read hard!) |
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General PS: It is worthwhile to look at the open Issues and Issues history of appealing projects. Consider how one would work cross-project in such cases. |
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Just curious about raylib and Vulcan, and perhaps Metal.
Basically, from a hundred thousand feet, I know that Apple is officially deprecating OpenGL. Other tools (eg Godot) are moving to Vulcan for their next rev.
I'm not advocating for anything, just seeking understand and thoughts. I imagine moving to Vulcan would be an API breaking process, but that's just conjecture on my part.
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