fuckiing lol, this feels like some cruel joke. all this for a triangle, why even bother
vulkan Reply Hide Cedric Herringstock - Mon, 01 Apr 2019 15:00:11 EST QdPKZn3P No.37737 File: 1554145211448.png -(1979820B / 1.89MB, 640x8316) Thumbnail displayed, click image for full size. fuckiing lol, this feels like some cruel joke. all this for a triangle, why even bother >> Nicholas Pockbury - Thu, 04 Apr 2019 01:06:17 EST yWCJdZvc No.37738 Reply Yeah I remember coding the same simple-ish graphics program in Direct3D9, and then again in Direct3D11, and then again in Direct3D12. The program got longer and longer and more complicated each time (there were also performance improvements with each iteration though, so that's pretty nice). >> Oliver Greenstock - Fri, 05 Jul 2019 20:17:50 EST FnW9ut/o No.37906 Reply >>37737Try Opengl maybe? >> Eugene Drummerfet - Fri, 05 Jul 2019 23:10:59 EST XgOrKnmP No.37907 Reply >>37737The reason that D3D12 and Vulkan gained so much steam among graphics engine programmers is because the new rendering API's provide so much damn low-level control over the hardware. This control comes at a price, and that price happens to be lines of code. >> George Cribberchure - Fri, 13 Sep 2019 14:46:43 EST SoU4F8Rl No.38019 Reply >>37737too bad opengl went to shit and vulkan is just absolute fucking overkill, i would say its easier to just use opencl and write your own parallel rendering pipeline but its not, it really is not >> Jack Brookgold - Thu, 03 Oct 2019 10:56:45 EST WcLVFQ2r No.38104 Reply Bruh that's fucked up >> Matilda Bebberhutch - Mon, 14 Oct 2019 21:39:41 EST jxqOU+Mu No.38165 Reply >>38019this is so fucking accurate it hurts, ive been coding game engines for 20 years and why is this spot on
>> Nicholas Pockbury - Thu, 04 Apr 2019 01:06:17 EST yWCJdZvc No.37738 Reply Yeah I remember coding the same simple-ish graphics program in Direct3D9, and then again in Direct3D11, and then again in Direct3D12. The program got longer and longer and more complicated each time (there were also performance improvements with each iteration though, so that's pretty nice).
>> Oliver Greenstock - Fri, 05 Jul 2019 20:17:50 EST FnW9ut/o No.37906 Reply >>37737Try Opengl maybe?
>> Eugene Drummerfet - Fri, 05 Jul 2019 23:10:59 EST XgOrKnmP No.37907 Reply >>37737The reason that D3D12 and Vulkan gained so much steam among graphics engine programmers is because the new rendering API's provide so much damn low-level control over the hardware. This control comes at a price, and that price happens to be lines of code.
>> George Cribberchure - Fri, 13 Sep 2019 14:46:43 EST SoU4F8Rl No.38019 Reply >>37737too bad opengl went to shit and vulkan is just absolute fucking overkill, i would say its easier to just use opencl and write your own parallel rendering pipeline but its not, it really is not
>> Matilda Bebberhutch - Mon, 14 Oct 2019 21:39:41 EST jxqOU+Mu No.38165 Reply >>38019this is so fucking accurate it hurts, ive been coding game engines for 20 years and why is this spot on