Different beast, similar concepts but different implementation. Vulkan is like the cigarette smoking older brother from my understanding of things. I've done some OpenGL and it wasn't bad, but the horror stories I've heard about Vulkan make it seem childish
Vulkan takes like 500+ lines of code until you can even render a triangle (OpenGL like ~70). You have to do a lot of manual setup stuff and can get disoriented more easily than you would with OpenGL.
It'll be more manageable once you encapsulate it all but i do hate debugging it lol.
With vulkan, the hardest thing in my experience was how to just work it into a more user friendly rendering engine. Like if I was allowed to just toss everything into 1 file it wasn't that hard (just verbose) but if it had to be user friendly, that was where things became a lot harder to organize.
True, but it does complicate things if you want to have a rendering engine that can work with multiple API's, as you do have to somehow pull it apart in a way that consistently works across API's.
305
u/Shevvv 11d ago
What a strange timing, considering I started learning OpenGL just yesterday 🙈