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>now we're going to have a million different wrapper libraries to do everything, or you're going to be stuck with the absurd Vulkan API.

The more things change...

Fact is that most people will never directly touch such things unless they are a) a graphics programmer at a handful of companies or b) someone like this author doing something more for education than to produce raw business value. our "high level libraries" are Unity and Unreal if you're makinig a game (and some smaller engines), and BGFX et al. if you're making your own small engine. The work is already done without Khronos lifting a finger for implementation.

the recipients of a) are the ones who asked for more control. They are paid pretty well so they have plenty of time to grok the specs compared to a small time creator, so rapid prototyping isn't prioritized.



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