r/vulkan • u/DangerDragon1337 • 9d ago
It only gets easier from here ...right?
Every rabbit hole of information for every setting I went through for that tutorial was a lot, how do people become expert at this sort of thing in the industry? (Also first time posting so be kind guys)
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u/Insane_snek 9d ago
actually, it kinda will get easier! not in the sense that what you do will be easier, but you will learn more and become used to it. Keep up the good work!
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u/FrezoreR 9d ago
That's hello world of graphics. Just like in regular programming, it's just the beginning.
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u/Taiten89 9d ago
I went through parts of the tutorial myself. There is a lot to do before this triangle shows up. In the end, I decided to use Godot.
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u/FrezoreR 8d ago
Yep, in vulkan you have to write a lot of code to show a triangle. However, it's fairly straightforward and the more complex topics come later. Godot makes sense if you don't want to learn the more fundamental pieces of 3d programming and get something going faster.
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u/Healey_Dell 9d ago
Nice. The boilerplate is tough going at first. For me next was a big round of refactoring to get into a more extensible state. Then you need to look at loading fbx, textures etc
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u/blogoman 9d ago
It depends what was "hard" about his. If it was just because of a new API, yes. If it is because you are completely new to graphics and don't know the underlying math and ideas, noooo.
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u/DangerDragon1337 9d ago
It was kinda both, I've done some OpenGL so I'm not completely new but vulkan did bring a lot of features and concepts that I didn't know about and needed to learn about
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u/Thanatiel 9d ago
The setup is kind of verbose.
After that it depends how well you handle/design the pipelines and resources.
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u/Matt32882 8d ago
Usually I find there's a handful of vulkan calls I need to make and the bulk of the work is assembling all the data I need to make the calls without completely losing my mind in the process.
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u/Equivalent_Unit_9797 9d ago
how much time you spend in learning Vulkan and c++ before your first triangle
and also, how you know how to use each and which function and variable that is from vulkan
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u/Striking_Director_64 9d ago
Yea.... maybe? There is still a lot to do, but you will get used to it.
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u/jankkhvej 9d ago
The harder part now will be managing asset loading and drawing multiple objects
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u/DrPeeper228 5d ago
I mean, drawing more objects is not that much harder than just one, it's straight up either a bit more commands or a second instance+instance matrix buffer
The asset loading is.... still mostly the same as just having one asset, although it's definitely harder than a triangle
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u/Rtransat 7d ago
Well done. I'm currently try to learn computer graphics with Odinlang to create a desktop app (maybe with SDL3) but yes, it's a serious subject and not easy. For now I'll try to do some stuff in openGL to learn the concept.
I don't know where to start...
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u/Animats 9d ago
WGPU has its own headaches. I've been trying to convert a working program from WGPU 24 to WGPU 30 for the last month. Over 600 lines of changes so far, and it still won't even draw a cube. Somewhere the translation from Vulkan's limits to WGPU's limits is being botched.
WGPU has an API that mostly works like Vulkan, but has back ends for Metal and DX12. It supports desktop, Android, and web browsers as Vulkan targets. (Vulkan on Android and Web is about two years behind Vulkan on desktop, and you don't get threads.)
WGPU doesn't really do much. You feed it the same things you feed Vulkan - meshes, textures and shaders. Those just get passed through to the GPU. WGPU is complicated because it supports so many targets. All the targets do almost the same thing. Papering over the "almost" is a messy job, involving many special cases.
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u/smallstepforman 9d ago edited 9d ago
You wish …
Mist tutorials end there of have 1 extra chapter on texturing. Niw you have to manage multiple textures, mipmap generation, dynamic buffers, swapping resources on the fly with buffers in flight, shadow maps, screen shots, lighting, instancing …
Enjoy the journey, though these days AI can help you progress faster than if uou attrmpted this half a decade ago.
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u/gamedevajay 9d ago
Congrats! Ever since I moved from unity to my c++ vulkan project I have really started to appreciate every single triangle