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Re:Rendering a triangle using Vulkan and Rust by ajb257 on Tuesday January 25, 2022 @10:32AM (#30072889)
This is a useful resource, but I'd encourage people to use OpenGL as their default - i.e. use it unless you shouldn't

Vulkan is extremely powerful and gives very fine-grained control over the hardware, but on the other hand requires large amounts of overhead code to make it work (as you can see in this repo!)

Re:Rendering a triangle using Vulkan and Rust by skavi on Tuesday January 25, 2022 @12:00PM (#30074327)
Why would I choose OpenGL instead of a higher level framework or library based on Vulkan (or maybe wgpu).
Re:Rendering a triangle using Vulkan and Rust by raxxorrax on Tuesday January 25, 2022 @09:58AM (#30072465)
I love projects like this. A quick start to play with another rendering environment. Although I must say the implementation is quite verbose, but I didn't yet look at the details and did not yet take a look at Vulkan.
Re:Rendering a triangle using Vulkan and Rust by jml7c5 on Thursday January 27, 2022 @07:09AM (#30099534)
This is pretty much bare-bones for Vulkan. Very few default choices are made for you, so you really have to twiddle all the knobs of a very complicated device.
Re:Rendering a triangle using Vulkan and Rust by macilacilove on Tuesday January 25, 2022 @10:59AM (#30073290)
985 lines in rut plus the haders, if anyone woners.
Re:Rendering a triangle using Vulkan and Rust by roieki on Tuesday January 25, 2022 @12:23PM (#30074673)
A bit verbose, ain't it?
Re:Rendering a triangle using Vulkan and Rust by jml7c5 on Thursday January 27, 2022 @07:13AM (#30099561)
This is about par for Vulkan in C/C++. It's one of the downsides to explicitness and low-level control.