Which is quite different from "It also doesn't help that Vulkan development is basically C++ and Windows".
On Apple, all relevant engines support Metal directly, no need for MoltenVK at all. That is just for the usual FOSS anti-Apple folks that buy Apple hardware and then complain it isn't GNU/Linux.
Nope. Leaving aside the fact that the book isn't that great and that I only see snippets and not a compilable codebase, look at the snippets:
"VkResult vkapp::init()"
"std::vector<VkQueueFamilyProperties>"
> It also doesn't help that Vulkan development is basically C++ and Windows
I stand by this statement. If you are doing Vulkan (and not DirectX) the highest probability is that you are on Windows in C++.
> On Apple, all relevant engines support Metal directly
Source 2, at the least, does not as far as I know. Which means that DotA2, CS:GO, Artifact, etc. all only run on iOS via MoltenVK since Apple has dropped OpenGL support.
> Source 2, at the least, does not as far as I know. Which means that DotA2, CS:GO, Artifact, etc. all only run on iOS via MoltenVK since Apple has dropped OpenGL support.
CS:GO is definitely not Source 2 (yet?), and I'm not sure about Artifact, but it was at least at one point developed using Unity.
Why would you be doing Vulkan on Windows, if the targets are GNU/Linux and Android?
Source 2 belongs to the "that is just for the usual FOSS anti-Apple folks that buy Apple hardware and then complain it isn't GNU/Linux." given it is from Valve.
https://www.amazon.com/Vulkan-Programming-Guide-Official-Lea...
> On Windows, everyone is using DirectX 11
Which is quite different from "It also doesn't help that Vulkan development is basically C++ and Windows".
On Apple, all relevant engines support Metal directly, no need for MoltenVK at all. That is just for the usual FOSS anti-Apple folks that buy Apple hardware and then complain it isn't GNU/Linux.
> However, most game developers DON'T CARE.....
I agree 100% with this statement.