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robbies | 2 years ago

(New to comment thread) The article is about setting up all the core infrastructure to start bringing content into the engine, validated by the triangle.

Even tho the Vulkan tutorial might seem like work, it’s not actually preparing you to build anything significant on top of it. This just an overview of the API, not much of a building block.

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segfaultbuserr|2 years ago

I think both sides have a point, it's just a matter of perspective. One person's "drawing a black triangle" can be another's "black triangle moment". It's turtles all the way down.

From the perspective of an experienced Vulkan programmer, it's only a basic tutorial on creating an empty stub project, which is useless in itself as the real work of creating a powerful 3D engine has yet to start. But from the perspective of a new graphics programmer without any prior Vulkan knowledge, creating a stub project capable of drawing a triangle is already an accomplishment in itself. In OpenGL, the same thing is possible in 50 lines of code, compared to a stub Vulkan project that explicitly defines every component using thousands lines of code. Upon finishing it, one would finally have an understanding of how every part comes together, which enables further development. It would be then possible to draw many different kinds of object on top of this stub framework. In this sense, it fits the definition of:

> accomplishments that take a lot of effort to achieve, but upon completion you don’t have much to show for it only that more work can now proceed.

robbies|2 years ago

I appreciate this perspective, good points, thanks