Skip to content

Comment on How I learned Vulkan and wrote a small game engine with it (2024)parent

Comments

I've found it has less idiosyncrasies, is slightly less tedious in general and provides a lot of the same control, so I don't really see much of an upside to using Vulkan. I don't love the stupid OO-ness of DX12 but I haven't found it to have much of an adverse effect on performance so I've just accepted it.

On top of that you can just use a much better shading language (HLSL) with DX12 by default without jumping through hoops. I did set up HLSL usage in Vulkan as well but I'm not in love with the idea of having to add decorators everywhere and using a 2nd class citizen (sort of) language to do things. The mapping from HLSL to Vulkan was also good enough but still just a mapping; it didn't always feel super straight forward.

(Edit: To spell it out properly, I initially used GLSL because I'm used to it from OpenGL and had previously written some Vulkan shaders, but the reason I didn't end up using GLSL is because it's just very, very bad in comparison to HLSL. I would maybe use some other language if everything else didn't seem so overwrought.)

I don't hate Vulkan, mind you, I just wouldn't recommend it over DX12 and I certainly just prefer using DX12. In the interest of having less translation going on for future applications/games I might switch to Vulkan, though, but still just write for Win32.

AboutSource Built by g1lg1l

Hackerly is an independent reader for Hacker News, built on the public HN API. Not affiliated with Y Combinator.