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This seems a somewhat ill-informed comment, since you shouldn't be thinking of something like Vulkan as a platform API in the first place. Vulkan (and most other APIs, e.g. OpenGL) is an almost entirely platform-independent API targeting modern GPUs. There are a small number of platform-dependent entry points for window system interaction and such like, but their surface area is a very small percentage of the overall API since GPUs are such complex beasts.


And it shows, given the lack of tooling versus what platform APIs offer out of the box.

Instead of a modern API, frameworks, 3D model format, IDE support for debugging shaders, we get plain old C, extensions creep, and go search yourself for basic feature like displaying text or loading textures.

Hardly an improvement on OpenGL status quo.


OK, of the criticisms of Vulkan I've heard, "it doesn't have a function for display text" is the weirdest one. I would be upset if Khronos did include a function for displaying text, because it would invariably be broken in numerous ways.


That attitude is why plenty of graphical developers rather adopt platform APIs instead, because we get the full package for anything graphics related, instead of learning to make fire with sticks.

I did my graduation thesis in OpenGL, hunting for libraries that kind of work together, and doing from scratch what every other OpenGL beginner has to go through, is no fun.

Every Vulkan book does the same, first set of chapters are tips about which libraries to hunt for.

The dark side allows for a better gratification on time to pixel, instead of rites of passage.

Something that Khronos has failed to learn with OpenGL and their Vulkan SDK proves that they didn't actually learn their lesson.

If Vulkan SDK was actually at the same level as DirectXTK, Metal Kit, 3DS SDK, PhyreEngine,GX2... maybe it would get more love from those us that rather embrace the dark side.




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