Vulkan 2d library example reddit. It looks insanely difficult but vulkan.
Vulkan 2d library example reddit A lot of comments are pointing out that how you organize and abstract things will depend a lot on the details of your particular project; that's true but I can understand wanting a fairly generic example of how a Vulkan project could be structured. Then, I created an image view with view type VK_IMAGE_VIEW_TYPE_2D_ARRAY: This works and I can access each layer of the texture. It can be used as a part of a rendering process to perform frequency based computations on a frame before showing it to the user. For example, zero padding. While looking for a 2D library I ended up on arewegameyet but I have no idea which one would best fit my need. The problem is Vulkan. I don't get at all how making a game works other than just a console with text input, so I'm looking for step-by-step examples/tutorials that program something assuming knowledge of basic C++ and explain the process (e. Thanks for taking a look. It can be used as a library using its embedder API that can render to Vulkan, Metal and OpenGL. You'll get recommendations for vulkan-tutorial, but IMO this is a mistake, as the tutorial is full of "worst practices". NET is a high-speed, advanced library, providing bindings to popular low-level APIs such as OpenGL and OpenAL. Due to the low level nature of Vulkan, I was able to match Nvidia's cuFFT speeds and in many cases outperform it, while making VkFFT crossplatform - it works on Nvidia, AMD and Intel GPUs. The API follows the same pattern as Cairo, but new functions and original drawing mechanics may be added. You can use QQuickItem and Scene Graph to achieve great performance. No C++ required, just Python and GLSL. So when I do have something frustrating happen, I can read the source code all the way down to the bottom and understand what's going on. Hi thank you for the help,i already knew about imgui but i want specifically learn the mechanics,so i don't think i will run it into my project :D,well i'm not 100 percent sure of what's happening but just calling the draws in order seem to work (i have the syncro of the vulkan tutorial for the swap images more or less),the hud pipelines have depthtest disabled,with write enabled,and blending I'm learning vulkan and i wanted to render a simple 2d texture without any 3d transformation, just a simple image with a scale and a translation. For a long time, I was looking for a great 2D rendering library to use in resvg, but there was not much choice. I have been working on this library for the better part of a year. It's meant for people who want hardware accelerated ray tracing easily. Deploy them across mobile, desktop, VR/AR, consoles or the Web and connect with people globally. c is single frame in flight. GLFW is the library used in the offical Redbook OpenGL book uses for explanations. Mach core (pretty much ready for use today): a modern alternative to e. Posted by u/xdtolm - 31 votes and 9 comments When you play a game on your computer, the image you see on your screen is produced by your graphics processor - the GPU. This crate sets up a window, initializes Vulkan, and passes your callback a Skia canvas to draw on. My other projects Bedlam, Spacelink, and Peace & Liberty also used Vulkan2D, although a much older version of it. I found myself in the same situation after completing vulkan-tutorial. The boilerplate to get a simple cube on the screen is literally 100s if not 1000+ lines of code. GitHub. for far gave me a value of 1. I've written an emulator for an old 2d game console. I posted this there and got the infamous generic "post minimal blah blah" reply despite code not being relevant to this question). Also Mesa3D has both OpenGL and Vulkan APIs side by side on the same level of abstraction, and again I don't see any incentive in changing that. Nowadays, people use more complete game engines like godot and unreal. Push constants also have address and having one for the Vertex shader with projection*view matrix and another for the model matrix and another one for the fragment shader I'm working on a system simulator and was wondering how the Go community would go about drawing physical systems such as a 2D double pendulum and animating them as GIFs. Freeglut is one of the easiest libraries to get I'm trying to load 2D sprites containing transparent pixels using Vulkan, where so far I have been able to load the sprite, but have not been able to get the transparency working (Transparent pixels should blend with the background color blue). Most recently, for example, I found out that there isn't a built in way to navigate a tab container with controller/keyboard inputs. It describes all the necessary steps needed to set up the VkFFT library and explains the core design of the VkFFT. A simpler wrapper that is still pretty low level over all the modern APIs you'd find in the wild. hpp header?. vkvg is an open-source 2D graphics library written in C using Vulkan as backend. Astro and more recently Sea of Clouds internally use Vulkan2D for rendering. You only need a few lines of code to create a window and display simple shapes. I'm not saying you can't learn, you definitely can, but it is a whole lot of work and you may get stuck or abandon the project before you finish. Datoviz is an open-source high-performance interactive scientific data visualization library leveraging the GPU via Vulkan for speed, visual quality, and scalability. I’ve been looking through yours example repository, and I love seeing proper usage of the Vulkan library and how I can implement its features into my own projects! I look forward to checking this out later. Hello, I've came across a few things when trying to render to cubemaps using dynamic rendering. It would also be useful if you're working in an existing framework or larger project where it isn't feasible to change something that is tightly bound to OpenGL, like say you have a window management library that doesn't know how to create Vulkan surfaces, only OpenGL ones, and migrating away from the library isn't an option. h and link against the library. It offers bindings for OpenGL and Vulkan. It seems to be the only decent pure C++ option. As suggested by all tutorials, I have installed the VulkanSDK on my local machine and am able to Include the vulkan. My solution to this problem is to write separate backends. You also don't get extensive support for various hardware for free – good luck running a Vulkan GUI on a pre-GCN AMD card or a sufficiently old NVIDIA one without a compatibility layer of sorts, which would require bothering with Vulkan Portability (i. I wanted to get some perspective on 2D developers that moved to Godot 4. Macroquad has fast compilation time and can target the web, but macroquad has no sound (for now). Its not really a Vulkan tutorial but it has helped me think about how to structure my Vulkan renderer beyond just coding a simple pipeline. missing certain Vulkan features due to it being implemented via an older API). Half the topics in the OpenGL subreddit are from clear beginners who really shouldn't use Vulkan anyway. Vulkan doesn’t perform better on its own - it just exposes far more of the guts that OpenGL hides inside driver implementations. It's absolutely worth playing on Saturn if you don't have access to a PS1, it's not bad per se, not at all. Fast, built with Vulkan 1. Hello, I am the creator of the VkFFT - GPU Fast Fourier Transform library for Vulkan/CUDA/HIP and OpenCL. The Skia API is easy to use, supporting shapes, text, and bitmaps. hpp and r Vulkan is pretty brutal to get started with especially for simple projects. A bonus with Zig is that the standard library is readable. Remember GLSL-Vulkan uses texture instead of sampler for the combined texture-samplers (sampler is now for just samplers, and only has two variants, sampler and samplerShadow, though indeed the corresponding GLSL-GL type is samplerCubeArray). Recently I decided to try my hand at VR using the excellent openxr library. You can either use raqote, which is a pure Rust library, but very slow and not actively maintained. It covers a wide variety of features for ray tracing aswell as other utilities for descriptors, buffers, etc. I'm building a musical synthesizer on GPU! This base library makes it easy to integrate Vulkan compute shaders with Python and Numpy. It'll basically work like malloc() for Vulkan buffers combining small per-model allocations into larger blocks of Vulkan Memory. These are the tools to create a new API. I’ll keep following the tutorial so I don’t get opaque errors I haven’t learned enough to understand yet, but what’s the best way to use Vulkan and still get multi-platform windows, input, etc. OpenGL is easier to setup when you use a third party library like GLUT or Qt. js considers using node-vulkan for it's backend It's a modern declarative UI framework by Google that was designed for mobile apps, but it can also do desktop and web these days. Those two examples cover the vast majority of OpenGL implementations in use today. $(ENGINE_LIBRARY) is just a static library and engine_objs is a rule that builds the engine as a static library My Vulkan functions are linking correctly, but not my glslang functions. e. Skip to main content. You allocate some memory for the host and some for the device, schedule the function The subreddit covers various game development aspects, including programming, design, writing, art, game jams, postmortems, and marketing. Hi Reddit, I'm looking to learn Rust by making a custom game engine. Going from opengl to vulkan depends on what you want to develop, and for which platforms. NET to add cross-platform 3D graphics, audio, compute and haptics to your C# games and applications. Example usage code There are a lot of places where scientists would really like to optimize cuFFT but meet a proprietary library barrier. It can be overkill, since full 3D capabilities are available, but that's better than underkill, where you're committed to some 2D library and you find it just can't do something you need. Also for learning purposes, flexibility and possibly writing applications. If you are just looking for code examples or libraries the situation is a bit better. News, information and discussion about Khronos Vulkan, the high performance cross-platform graphics API. Does anyone know of a 2d framework for this? See full list on github. Multiple frames in flight - example_vulkan. 2 and doesn't require any device features (but it can make use of some) Simple and fully-featured cameras, allowing for multiple concurrent cameras; Powerful and very simple shader interface; Simple access to the Vulkan implementation through VK2D/VulkanInterface. The new one is called vulkan-api. There were two packages on hackage: vulkan and Vulkan. in cell(3,3). 1D fft is O(n log n) flops. You don't even really need to use transformation matrices or tree structures for 2d, since the the rendering is so basic. Best of luck We are Reddit's primary hub for all things modding, from troubleshooting for beginners to creation of mods by experts. It could probably be done efficiently on the CPU. Announcement: VxDraw - 2D vulkan rendering library for rust Hey all, recently saw a post about rendering libs and thought I'd share this one by separating it out into a crate, thought perhaps some would be interested. Currently, I'm wondering, how the vertex buffers should be bound in the rendering flow. Cairo is mostly for drawing static 2-d vector graphics though I think 🤔. I've found ash pleasant to work with and would recommend it as starting point for learning Vulkan with Rust. c is multiple frames in flight example, example_vulkan_min_no_glfw. Oof, looks like I’m not. VSG is even able to load existing OSG files, so the architecture of both must be similar. I have no immediate plans to port this library to vulkan in the near future, as I'm not currently using vulkan in any of my projects. Like ash, vulkanalia is a pretty thin wrapper around Vulkan so any knowledge gained from my tutorial can easily be ported to any Vulkan library so you certainly aren't locked into vulkanalia. for a 65536 fft thats 65536x16=1048576. Or Intel's oneAPI, although I find their website and github a lot more cryptic. rgx is a 2d library on top of wgpu, so it seems to be on an ecosystem compatible, future-proof path. 3) at play here, so Mac support might will need some work. I intend to stack multiple tilemap to simulate z-levels. It really takes the complexity out of development. Reply reply Vector graphics APIs like that have a pretty small target audience. But the problem with vulkan is it isn't exactly a replacement for OpenGL, it's the thing that enables the replacement for OpenGL. Anyway, on paper wgpu seems like a great idea. SDL+OpenGL which gives you just a Window+Input+GPU. Silk. Just to start, focus on implementing a kernel, which typically requires you to write a function in a specific way to notify the compioer it is a device function, not a host function. 2D fft is O(n m (log(n)+log(m))). The core idea is that the rasterised image of each layer will be combined to produce the final output to be presented. Another example, SOTN, now also with an English patch. If I understand Sascha's example correctly, this render pass is filling the G-buffer to be sampled by the final render pass. But I don't think you'll be creating the next Unity Engine, Unreal Engine, or Godot out of it. com Vulkan2D is a 2D renderer using Vulkan and SDL2 primarily for C games. I’m using GLFW, which seems to want the . also examples directory in source code is a good lecture I also have some Vulkan experience, but didn't pay too much attention to VSG development in last 2 years, so take my opinion with a grain of salt: On a high level both libraries will look similar. I won't speak as to whether texture arrays are good or not because I haven't had to use them yet on Vulkan, but I can tell you this - Vulkan gives you a massive number of resource descriptors, up in the order of 2^20 (1,048,576, system dependent) so you can easily just bind all the sprite textures you want to use. So, it can be embedded in a wgpu context (here's my prototype for that based on wgpu/Vulkan and winit). Things like web development and app development already have their own APIs to do it (even though they probably use Skia behind the scenes), and game developers need control over their render pipeline, which means things that don't let you implement your own rendering backend are a no-go for many projects. I think the values passed to glm::ortho() are library specific, as you indicate. It also has support for many useful features, such as R2C/C2R transforms and convolutions, which opens up possibilities for Vulkan-based scientific applications (I will publish an example case later). 1 or whatever's current for phones. NanoVG (my current favorite wrt simplicity), but it lacks proper Vulkan support and I couldn't find any working Android examples SDL2 or SFML would probably be overkill for my needs, just like the popular GUI toolkits (FLTK, wxWidgets or even ImGui) sokol-gfx isn't really a 2d library but does the abstraction quite well Actually juce is getting vulkan. Hello everyone, I just wanted to share with you a library that I've been working on recently. The huge 1D fft you've described can be done almost 500x faster than the 2D one. It is worth noting that both have a snake example. Here's the playlist if you'd like to follow along. I've already learnt a lot about Vulkan, I just want to do an application with a friendly UI that has a Vulkan viewport, the thing is I don't want to spend so much time drifting away from the project, I thought I was gonna use GTKmm, didn't work out, so I'm looking for a fast solution Typically you would render your drawing to a pdf or png file, like so: surface. Or use Skia, which is probably the best 2D rendering library, but it's absurdly heavy and very hard to compile and distribute. One obvious example of this is that Vulkan requires you to roll your own VRAM heap allocator (or use an off-the-shelf library for it). The graphics will be pixel art and the map tile based. If you are on Linux, you can use AMD's ROCm. To write a 2D graphics library for games since one specifically for 2D doesn't exist. So the first dependency is waiting for the previous frame's final render pass to finish sampling the G-buffer, and the second one ensures writes to the G-buffer are visible to this Silk. Now to actually learn, what worked best for me is to pick an old game and remake it with vulkan. Reply reply The Rust programming language has a powerful type system and provides safety without a garbage collector. A lot more getting gradually added. 2D vs 3D isn’t going to be all that different for either API. I am currently developing a 2D game in Godot 3 and have encountered some frustrating issues with it. In your render pass, you end up describing two layout transitions: Hello everyone. To give a sense of the difference between vulkan and openGL, the pipeline to render a triangle on the screen with openGL is about 100-150 lines of code (the absolute minimum for a triangle is reasonably less than that, but it’s not a realistic example), where as with vulkan its about 800 (mostly irreducible as far as I know). One example is counter strike 2, which uses SDL, and you can run it with both directX, and with vulkan (on windows) adding -vulkan as launch parameter. If you were marooned on an island and the only way out was to learn Vulkan using this example as your sole guide, you would definitely not make it off the island. Then I realized it's time for some 3D. For example: Vulkan Legacy: Always supports 1. crates. For this I created a simple square model (two triangles) and then is render it in a pipeline with the texture. So, I created a 2D Vulkan image with N number of layers and set the flag to VK_IMAGE_CREATE_2D_ARRAY_COMPATIBLE_BIT. For Context: I'm making a vector graphics library where the "canvas" (essentially a window) consists of multiple "layers" (which contain either 2D or 3D shapes) on top of each other. I have the problem of making existing old school (but still widely used) X apps work in Wayland. Texture arrays are nice when you have a static 2D texture array but if you want something more dynamic, you can bind all the texture descriptors into a single descriptor slot. The VkFFT library was primarily developed to compute the Dipole-Dipole interaction part of the gradient, which is one of the most time consuming parts of the iteration. Similarly, vulkan-go still requires you to specify a structure type in your structure. Hello, I would like to share my take on Fast Fourier Transform library for Vulkan. for near and -1. However, I get a warning in Vulkan validation layers: Bevy is a good choice if you're doing a game. I'm going for a top down action-rpg engine. Set up some basic data structures like sprites and cameras. I recommend this one: Home - Vulkan Guide (vkguide. Vulkan Mobile: Supports 1. In GLSL-Vulkan, the type you're looking for is textureCubeArray. If you look at a Vulkan function accepting an array, vulkan-go still requires you to pass both a length and a slice, basically the same as in C. The documentation is still a bit lacking though. And indeed that has I have been working on a raytracing library for Vulkan. I'm relatively new to libraries like Python's turtle. h header? Can GLFW be used with the . And Vulkan is supposed to be the "one API to rule them all". I see that in many examples a vertex buffer is filled with an array of vertices each containing a position, and either a color (in simple cases), a UV position, a normal, etc. SDL2 is mainly used as a front end to create contexts for graphics in most cases this is OpenGL or Vulkan and there is metal as well. It looks insanely difficult but vulkan. Unlike your central processor (the CPU), the GPU is really good at one specific thing, which is, for all intents and purposes, drawing complicated 3D objects to a 2D screen, and bad at most other things like networking, AI, or basically anything that doesn't involve drawing stu I'd also like to recommend Travis Vroman's video series on YouTube on creating a game engine in C starting with Vulkan as the rendering API. If you don't want to use a big game engine, then SFML might your best option. SFML: This is another library I've heard a lot about that I believe is less of a graphics library and more of a "game" library. If you are doing something insane enough to need the most performant framework possible, I think you will want to use Vulkan or some equivalent API, like DX12 or Metal (They are not frameworks, but that's probably what will give you the most performance). On the other hand you can create a variety of different effects using meshes and applying different modifiers to them. Agree, the problem is when Vulkan keeps being "sold" as OpenGL replacement, specially now with OpenGL on top of Vulkan drivers ongoing efforts, thus every graphics developer that isn't keen in becoming a shader compiler and driver expert in addition to its 3D programming skills has nowhere else to go other than to move into middleware. It is the most mature and feature complete 2D library using Vulkan. Vulkan is low-level enough that an OpenGL to Vulkan abstraction library is practical. 2D typically just involves less math. Or you may want to learn how 3D engines using it works. Using 1. I added sound and sprite batches. From what I can gather, it's not necessarily about hooking the windowing/media library but more about intercepting the right calls, e. I found the process to be straightforward and the Rust support to be very good. edit: I meant that Vulkan/DX12 are by design beginner unfriendly due to them being closer to how But so far it's been the first engine that I felt comfortable using (Unity and UE4 didn't do it for me). Stay the hell away from texture atlases - they're a relic from the past. Also a mat4 takes up 4 locations in a set. Once you are done with OpenGL, you think that whether vulkan is worth learning or not, vulkan is more complex and detailed, requiring some prior knowledge. Try that in C++ lol. I've also heard good things about SDL but never used it. For a 4096x4096 fft that will take 4096x4096x24= ~40265384 flops. Also I'm way too invested as is. For reference I'm looking up a lot of things, including the Sascha Willems examples. You also are extremely limited with most engines and OpenGL as far as multi-threading goes. 1. Use Silk. VK2D aims for an extremely simple API, requiring no Vulkan experience to use. First class extensions, SPIR-V, low level driver functionality, like memory allocation. I now decided to setup a Continuous Integration pipeline with GitHub Actions to automate compilation and artifact creation. This makes it suitable for game programming, where both performance and code maintenance are of high importance. For now, I'm only concerned with 2d graphics and particularly form creation though more would be better. We're building Mach, which aims to be extremely modular, starting with letting you choose which path you take between: . I did not manage to go beyond vkCreateInstance with either of them and started a new project from scratch. Create a custom GUI from scratch with textures/primitives and wire in the GLFW input (fun? but most work). If you've hit the limits of GL's ability to control data organization, work submission, and synchronization, it might be time to switch to Vulkan. I'm still learning these myself but I'll share what I can speak to. Vulkan itself is a C-language API, but now it's available for JavaScript too :-) Edit: Vulkan could also become very useful in GPGPU areas like machine learning, since Vulkan was built with a strong focus on computation pipelines. DirectX12 is the same kind of low level. The texturearray example dynamically selects textures in the shader by reading an arbitrary texture index for each instance from a uniform buffer, passing that into the fragment shader, and there using it as an index into a sampler2DArray. Can anyone recommend a good audio library? SDL2 audio is not great for many simultaneous sounds or sounds moving in 2D/3D coordinates - so that is the main feature I am looking to I made my first Rust game, a snake game, in ggez. If you're using C++, SFML is a good choice for 2d. DragonRuby Game Toolkit (a commercial 2D game engine) uses SDL for all its rendering and device input, physfs for file system access, openal for audio, and libcurl for networking. If you want a high-level 2D API, I agree that it would be better to have a semi-retained-mode API capable of reordering and building batches itself, like WebRender does. I'm not sure what to do to get it right. It supports both 2D and 3D rendering, as well as minimal graphical user interfaces (using the Dear ImGUI library). . So even if some would take that path, it certainly wouldn't be universal. That being said, about half of the interactions with the Vulkan API depend on existing structures (excluding VkInstance and VkDevice), and some of those dependencies have their own Vulkan is what you use when you've run out of knobs to turn in GL. I would argue that at least two of these examples are actually much harder in OpenGL than Vulkan. io. 2d games like chess or a shooter with character movement, or a 3d maze game or minecraft clone). Qt for example uses mainly OpenGL at present to render the widgets to a framebuffer object (it used to use platform specific API's) you can also create Vulkan / Metal / DirectX contexts to use in the code / widgets. And here is the macroquad snake example. However, to do that drawing it will still want to be able to call all Spot on. I have started working on a library with a dependency on Vulkan. Right now I'm guessing that it's one of the best 2D engines around, especially on Linux, but the 3D side is a little dated. I believe what Sascha is referring to is the implicit layout transition you get as defined in the attachment description. ) Also probably worth mentioning is that Magnum is not a trivial-to-integrate single-header library like for example vulkan. vkvg is a multiplatform C library for drawing 2D vector graphics with Vulkan trying to keep api as close to Cairo as possible Due to the low level nature of Vulkan, I was able to match Nvidia's cuFFT speeds and in some cases outperform it. Vulkan is a lot more straightforward in setup. Also, even though some games were poor ports, some were still good but just not quite as good as PS1 versions - for example Wipeout. Try to port an existing open-source OpenGL-supported GUI (e. The available OpenXR bindings allow you to use SteamVR, and in my case a Valve Index HMD and controllers. I would suggest to check out descriptor indexing as well. I wondered if someone could give me a bit of advice about library choice and resources. I'd like to create my own immediate mode gui library that can compile for different platforms. Right now all the processing of the emulated video memory happens on the CPU. So no unnecessary 3d projection or physics calculations or anything. I decided against Vulkan because I'm also not ready to invest that sort of time yet. dev) It will show you some cool best practices. Although, there are a lot of highly advanced vulkan extensions (most of which are standard in Vulkan 1. 17K subscribers in the vulkan community. 3 SDK and I'm using g++ 14. Feedback is welcome! The subreddit covers various game development aspects, including programming, design, writing, art, game jams, postmortems, and marketing. If you want to draw a wide line with round caps (something the Atari ST was able to do in 1985 with a simple library function call) you have these options. I don’t think you should go with any of the QML types as I think you would run into performance problems for large scenes if you are using a lot of bindings. You need good graphics programming knowledge, you may want to use it for compatibility reasons but it's mostly for getting the best performances possible. vulkan_samples sample compute_nbody --headless_surface -screenshot 5 # Run all the performance samples for 10 seconds in each configuration vulkan_samples batch --category performance --duration 10 # Run Swapchain Images sample on an Android device adb shell am start-activity -n A lot of vulkan is it better maps to how modern hardware actually works, that is a massively parallel set of processors that happen to have some specialised hardware for triangle rasterisation and 2d image reading and writing, running (pretty much arbitrary) programs from it's own local memory, all running completely asynchronously to the CPU. You can compare them to see which one Skia is the same 2D rendering library used by Chrome, Sublime Text, and Google's new UI framework Flutter. Vulkan can be very difficult, as can C++, and getting good performance in Vulkan requires extensive knowledge of advanced topics like multithreading. That being said, I do think vulkanalia has some advantages, I will try to come up with a comparison with ash and add it to the vulkanalia repo and link it Often performance issues can be solved with proper LOD etc, of if you are fragment bound becase of expensive 2D screenspace effects consider converting them to 3D world space effects, for example using static or dynamic light maps. A command is a typical well API command: create a buffer, bind to a buffer, fill the buffer, copy between buffers, set the active shader, draw to this buffer, set the blend mode, set the depth mode, clear the framebuffer, etc. For graphics I used Screen 13, a render graph-based Vulkan crate I maintain. A main contributor of gpu. This community is here to help users of all levels gain access to resources, information, and support from others in regards to anything related to Unity. Try to find an existing open-source GUI library that already supports Vulkan (ideal, but options seem limited). Vulkan requires a lot of code to render anything. But Loading 3D model with assimp and pushing constant with it's transform it's not that hard and I believe everyone with 1+ years of 3D graphics experience knows that so I came with Idea that I will implement loading models and Instancing at the same time. One of the creators of DragonRuby is Icculus himself (he’s a core contributors to libSDL). This means Vulkan has a steep learning curve for pretty much everything, no matter how simple. I made my texture abstraction to support cubemaps by creating it as 2D image with 6 layers and cube compatible with cube view type but that was just for skybox, now I'm implementing PBR and came across a few questions when converting equirectangular HDR environment map to cubemap using dynamic I'm learning low-level graphics with plans to implement a simple 2D game engine. So as I said, feel free to give it a stab if you like the library. Some time ago I have implemented Simple dynamic batch rendering for 2D sprites. In go-vk, you provide just the slice, and the binding extracts the length for you. All contributions are welcome. It has its own IDE, animator, physics engine, lighting, dedicated 2D and 3D rendering, and other features. CEGUI, MyGui) to use Vulkan instead. I get it, so we can have Kwin doing the composition rendering in vulkan or whatever while apps are free to render their widgets to the surface however they prefer? Like a qt6 app rendering widgets using vulkan, a game rendering in opengl and some other app rendering using some 2D library? Depth bias only applies to triangles, because it's only with polygons that the slope factor is well-defined (I honestly have no idea how OpenGL handled points/lines, but Vulkan, Metal, and Direct3D only handle triangles for what I assume are good reasons). Are you using the new engine features? And there are also many free examples and books that can help you. hpp, Volk or sokol_gfx, but a full-blown CMake-based project. I remember trying to do a basic hello world vulkan starter tutorial thing and was blown away by how complex it is to do super basic stuff. Skia comes to mind. One downside about it is the Redbook uses C++ for linear math, when libraries like this exists, where the matrices needed for 2d/3d math have already been implemented in C. We ask that you please take a minute to read through the rules and check out the resources provided before creating a post, especially if you are new here. All I need is to render basic 2d shapes with very high performance. (I work on the Vulkan wrapper full-time since October. png") # Output to PNG. Do you have any advice for me? Thanks! QPainter would be acceptable but it’s not hardware accelerated. # It allows to quickly test content in environments without a GPU. Open menu Open navigation Go to Reddit Home. I'm new to Vulkan, and I'm trying to wrap my head around how these concepts work. For business and technical reasons, we may be headed toward having device drivers implement just the thinner Vulkan API, then have OpenGL and Direct3D implemented as abstraction layers over it. vkvg is in alpha development stage and the core api is mostly stabilized. Before, I came to the conclusion to write a generic, Vulkan-like API using handles and an interchangeable backend to support things like DX12 and Metal as well. In the last update, I have released explicit 50-page documentation on how to use the VkFFT API. I got from game engine development and used to program my hoppy engine in opengl but i wanted to develop a much higher end engine, but a while ago i watched a video on the cherno channel talking on dropping support from opengl to Vulkan for a variety of reasons. You will write many unsafe blocks, but the Vulkan specification and example code are straightforward to adapt and you still get to use Rust and its syntax, but at the same time get to learn Vulkan. However, in cuFFT you have to do the full multidimensional FFT. : Think for example of a performance overlay which may only want to intercept the call to vkQueuePresentKHR so that it can do its drawing. g. What's required to create a 2D texture from a 2D array defined in C++, so that it can be passed to a shader? The vulkan texture loader that Sascha Willems created uses this struct to define textures: Vulkan 2D Renderer is a C++17 library designed to be easy to use, high performance 2D rendering backend for realtime applications. Color Blend State: No. There's a community around it. r/vulkan A chip A close button A chip A close button For example, one of the errors in your CMake log is that you are missing the third_party/gtest folder, which should be there (at least according to CMake, and I have it in my installation). It's lacking some features like tessellation but those are not relevant for 2D anyway. h; Hardware-accelerated 2D light and shadows; Documentation Just download a rendering library and start small. I had a question about the difference between Vulkan and Opengl in terms of performance and support. It could be a good go to for your needs/goals because I believe it'll be simpler to set up and use for very simple games. However, modern advances in general purpose GPU computing allow for efficient parallelization of FFT, which is done in a form of Vulkan FFT library - VkFFT. But doesn't hurt to install vulkansdk, make the examples and run RenderDoc on a simple tutorial and click round the resources / commands it took to set up and transfer sprite data, then blit that sprite in the render loop. Clearly visible on FPS - with multiple frames about 3x better FPS. That sounds neat. the most performant 2d C++ The most performant will be platform and GPU dependent. Use Unity to build high-quality 3D and 2D games and experiences. currently, only opensource "frameworks" for Vulkan exists, that good enough for production usage only "good enough game engine with Editor and scripting API" I know is Godot 4. 0 as my compiler, targeting x86_64-w64-mingw32. Well, I was thinking of a theoretical 2D API patterned after Metal or Vulkan: a relatively low-level interface to the hardware. There is no go-to 2D graphics library for C++ because There is many good options Actually, people don't use them that much really. Initializing OpenGL directly is a lot of platform-specific black magic. 18K subscribers in the vulkan community. I'm using the Vulkan 1. Lots of examples on Github. The Vulkan Spirit includes many algorithms written in SPIR-V shaders, such as LBFGS, VP and CG energy minimizers, RK4 and Depondt integrators of differential equations. write_to_png("example. It serves as a hub for game creators to discuss and share their insights, experiences, and expertise in the industry. It is possible to omit entire sequences full of zeros and reduce amounts of FFTs up to 2 (2D) or 4(3D) times. Here is the ggez snake example. This is typically referred to as the bindless design. 0. Yes, that's exactly what you do to create a cube map array image. So if you're looking for some single-file "plug and play" lib, this is You are right there are no middle level 2D libraries. 0 - its in alpha now, and you can build it already (on all platform include MoltenVK(MAC), but there lots of functional not exist still I've built my game so far just using SDL2 for rendering and audio - but moved rendering over to Vulkan and now want to upgrade the engine's audio library as well. I plan on releasing more graphics libraries and then a generalized rendering library (skipping the abstraction layer that wgpu sits at). As for Vulkan, I am using it for two reasons: 1. As a result, the library is substantially different from those two. Having a standard GUI/2D Graphics Library would help a lot with simple projects, C++ is definately not beginner friendly in making GUI's, And having a standard GUI library would help in it. (and whatever else GLFW brings)? Linux program can use dynamically-linked library (Vulkan) successfully without exporting libc symbols (Note that if this sounds like a Stack Overflow question, it's because it is. The OpenGL reddit has more members and higher engagement than the Vulkan reddit despite the fact that OpenGL hasn't been updated in 7 years. Hi. The subreddit covers various game development aspects, including programming, design, writing, art, game jams, postmortems, and marketing. I know there are many Vulkan based libraries, but working with the Vulkan API is still a challenge for many, so this library works as an intermediate layer between the programmer and Vulkan, with a low cost of efficiency. hgeiqo mecpf siifb uthwc ijagyo ixpv plepcu xijg kachh jojbjklb