I understand that. As someone that is doing this stuff for fun and wants something cross platform (Windows/Linux/BSD, I don't care about macs) with native code (C/C++) it just raises the bar a bit too high. I am sure I could figure it out, but it easily doubles the time needed to get going.
just6979|9 months ago
Yes, it takes way more code to start from scratch on vulkan, but that's a trade-off against being able to better optimize exactly to your use case, if you need to.
Glittergorp|9 months ago
I understand there are situations where more performance is desirable and that vulkan fills that niche. However if you are building simpler games, are you really going to need it? If I am building say a puzzle game, do I really need maximum 3D graphics fidelity and performance? I would argue probably not.
I am using OpenGL in my projects for now and if I feel the need to learn Vulkan I will. Almost all the materials online for OpenGL 3.3 are still relevant and unlike web world (where things are depreciated every 6 months) the code still works fine. The C++ linter / analysis tools I am using with CLion throw up warnings but these are normally fairly easily to fix.