do you think vulkan will progress into being easier and easier to use? is it mature enough? are there good resource to learn the most basics?
do you think vulkan will progress into being easier and easier to use? is it mature enough? are there good resource to learn the most basics?
The idea is that you use high-level APIs built on top of Vulkan (usually engines like Unity, Unreal or Godot) that then leverage the underlying hardware.
Of course, there can be extensions, but use enough of them and it starts not to make sense to use it for native code.
I don't think that is the goal for Vulkan, nor should it be. Vulkan is a low-level, high-performance API that can be used as the backend for high-level, high-performance libraries and frameworks.
> is it mature enough?
Mature enough for what? It's mature and stable enough that you can develop high-level libraries on top of it. wgpu [1], for example, has a Vulkan backend.
[1] wgpu is a WebGPU implementation; https://github.com/gfx-rs/wgpu
But if you wanted something that was "vulkan but without 1000 lines to make a triangle", that's what Open GL was trying to be 25 years ago. So Vulkan naturally diverged from that model after seeing the weaknesses. I'm unsure if there's any maintained package trying to wrap this stuff; that's something a graphics engineer would end up doing anyways.