Re:New Vulkan Documentation Website
by mardifoufs on Wednesday October 11, 2023 @10:41AM
(#37845028)
I don't think OpenGL and vulkan are interchangeable in this case. I wouldn't really recommend a beginner to start with vulkan. Yes, OpenGL might have some "outdated" concepts compared to vulkan but I don't think throwing someone directly to vulkan is more productive!
Plus, tutorials and in depth guides are much much more common on OpenGL, but that's probably a chicken/egg type of situation.
Yeah both options are bad for beginners, at least for cross-platform 3D APIs (e.g. D3D11 and Metal are both nicely balanced and well-designed 3D APIs, but restricted to Windows or macOS).
As other have said, WebGPU is probably the best cross-platform option right now.
(also IME the tricky thing with GL information on the web is that there's a lot of really outdated and sometimes conflicting information around - e.g. worst case is you end up with code that mixes old and new GL concepts without realizing what's what)
Re:New Vulkan Documentation Website
by cyber_kinetist on Wednesday October 11, 2023 @11:13AM
(#37845507)
I wonder if using your library (https://github.com/floooh/sokol) instead of OpenGL will alleviate some of these issues for newcomers! There's already a sokol port of the learnopengl.com code (https://github.com/GeertArien/learnopengl-examples), so it shouldn't be too hard to match between the tutorial articles and these.
IMHO learning OpenGL today just fills your head with outdated concepts, the API is much more confusing than it should be, and error reporting is non-existent.
At least more modern APIs tell you exactly what you did wrong in their validation layers.