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  • 02/16/16 08:00 AM
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    Vulkan Tutorial 1: Introduction to Vulkan on Qualcomm® Snapdragon™ Processors

    Graphics and GPU Programming

    • Posted By khawk


    Vulkan is the latest graphics API from Khronos and it’s designed to make it easier for developers to use the GPU for greater realism in 3D graphics and greater efficiency in compute applications. Qualcomm Developer Network is introducing you to what Vulkan is, what Vulkan is not, and other things you should know about the new Vulkan API and your graphics development.

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      I'm writing a rendering system for our in-house game engine. My idea at first was to include only a Vulkan backend,but then Apple refused to port vulkan to MacOs and Microsoft relased their DXR raytracing for DirectX12. There is stil Radeon Rays for vulkan, but DXR is directly integrated with the graphic API. So we were thinking of a multiple backend rendering system with Vulkan for windows and Linux, Directx12 for Windows and Metal2 for MacOs. But this system would lead to an incredible amount of code to write than a single API, so my questions were:
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      I have been coding since the 90's, and have released a few minor succesfully 3D engines over the years, Vivid3D/Trinity3D/Aurora - Probably not heard of them, but I am quite skilled in the concept.

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      Folks continue to tell me that Vulkan is a viable general-purpose replacement for OpenGL, and with the impending demise of OpenGL on Mac/iOS, I figured it's time to take the plunge... On the surface this looks like going back to the pain of old-school AMD/NVidia/Intel OpenGL driver hell.
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