Welcome to Vulkan: Your First Triangle Will Hurt
Description
A four-panel comic using Zelda CD-i style artwork of Link. Panel 1: an enthusiastic Link with sword and shield says 'YAY, GRAPHICS PROGRAMMING!' with 'HEY!' beside a fairy. Panel 2: Link spots a skeleton enemy with a red triangle above it, captioned 'HEY LOOK IT'S A TRIANGLE, LET'S DRAW IT'. Panel 3: the skeleton violently stabs Link, depicted with a large red triangle as the weapon and a 'SCHUNK!' sound effect. Panel 4: a bleeding, crying Link looks at the triangle impaling him with a sign reading 'WELCOME TO Vulkan BITCH' featuring the Vulkan API logo. The comic lampoons the notorious verbosity of the Vulkan graphics API, where rendering a single 'hello triangle' requires roughly a thousand lines of boilerplate covering instances, devices, swapchains, pipelines, and synchronization
Comments
16Comment deleted
Vulkan gives you explicit control over everything - including exactly how many of the 1,200 lines of swapchain boilerplate it takes to draw the same triangle OpenGL did in 1992 with twelve
A Vulkan triangle has three vertices and twelve hundred lines of emotional-support initialization.
What wrong with Vulkan? Comment deleted
Vulkan considered harmful Comment deleted
A lot of it is compatibility with older systems. Idk any specifics outside of this context though Comment deleted
haven't you explored graphics programming before Comment deleted
Yeah but before Vulkan Comment deleted
drawing a triangle requires ≈1100 loc with proper comment documentation Comment deleted
Ah, so not only is it not supported on older operating systems and devices, it takes a lot just to get it started Comment deleted
Not high level enough. Memes about it are made by the same people who make memes about missing ; Comment deleted
not the best way to learn 3d graphics at all, instead of focusing on rendering models, you have to first learn its intricacies and optimizations Comment deleted
it's not as simple as opengl Comment deleted
Vulkans fans be like: "uhm actually its gives you freedom for unknown before optimization for your unique cases" and then proceed to write their own version of opengl 3 api, but shittier (same happens with opengl 3 and opengl 1 tbf) Comment deleted
aint no way anyone makes immediate mode on purpose Comment deleted
or even the binding hell Comment deleted
So the, what is left is joke about DirectX and shader language also Comment deleted