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the biggest part for me is the shader compiler. opengl has one built in, vulkan requires me to pull in yet another dependency

i've heard that vulkan allows bindless textures now, so the descriptor nonsense is a bit less awful that it used to be

vulkan is appealing, but there's a high initial cost that i don't want to pay



Vulkan is super appealing if you're in the industry and have the time and resources necessary to profit from its advantages. But if you're a single dev who wants to learn game engine design, you're going to have a bad time. Most people also don't get that game engine design is very far removed from actual game design. You can have a ton of fun learning math, physics and computer science when building an engine, but beware that you'll likely be mentally and physically exhausted long before you actually get to build a fun game.


>if you're in the industry and have the time and resources necessary to profit from its advantages.

I don't even know how you get into the graphics industry these days. The bar is so high and I just don't see how you get the knowledge needed for it. I graduated years ago and don't feel any closer now than back in the mid 2010's despite having a lot more experience to point to in other parts of games.


vulkan doesn't have global state, and the error handling is better

but it's not batteries-included, and that's often to be a deciding factor at small scales

i think if you're going to dabble in engine dev, you pick which one you want depending on which part of the engine you find interesting. if you want to make a game, you pick up unity or godot or something


Also in the case of glslang there are enough references to GPL to (probably erroneously) strike fear into legal departments




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