Enjoying Vulkan so far in the recently patched Doom, which netted me a minimum 10% increase in frames per second. I really hope this gets adopted / patched into current games, and those on the horizon. Seems like a big win for cross platform development.
So hold on. Assuming that I understand C++ linking right, you're saying that I should include this 17000-line file in every single cpp unit in my application that uses Vulkan APIs? And people wonder why C++ programs compile so slowly.
The new Vulkan C++ API from Khronos is based on vkcpp. Here's examples for vkcpp to give an idea how code with the C++ API looks like:<p><a href="https://github.com/jherico/Vulkan" rel="nofollow">https://github.com/jherico/Vulkan</a><p>Here's a basic tutorial with comments for the Vulkan C API. Vulkan is a <i>very</i> low level API, so there's a lot of code. It should be straightforward to port the C tutorial to use the C++ API.<p><a href="http://av.dfki.de/~jhenriques/development.html" rel="nofollow">http://av.dfki.de/~jhenriques/development.html</a>
Whoa now that is cool! Are there any games out there that currently use this C++ API of Vulkan? Very curious to know if there are any major issues with using it versus the direct C API.<p>I'm not very knowledge regarding Vulkan so hopefully that isn't a stupid question but I want to brush up on my C++ skills and play with this!<p>Also how similar is Vulkan to SDL? I used to use SDL quite a bit back in the day and it was awesome but I'm assuming Vulkan is far more comprehensive?
As a game developer I'm pretty excited about this. There is really no reason to use DX12 backend anymore in the future game development, because of the ease of development, performance and multiplatform features of the Vulkan.
Vulkan is an NVIDIA gpu api.
<a href="https://www.khronos.org/vulkan/" rel="nofollow">https://www.khronos.org/vulkan/</a>