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Here is one,

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.



> Here is one

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.

Unreal, Unity are the relevant ones.




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