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1/ @noinconsistency

i’m crying i found a “minimal” vulkan example and the file has 2,000 lines of C++

2/ @AgileJebrim

@noinconsistency

It’s possible to do it in about 300-400 lines.

3/ @0xglitchbyte

@AgileJebrim @noinconsistency

VulkanHPP?

4/ @AgileJebrim

@0xglitchbyte @noinconsistency

Compute shaders

5/ @0xglitchbyte

@AgileJebrim @noinconsistency

While technically possible, arent shaders usually for compute intensive tasks such as physics simulations or image manipulation? Seem overkill to render a triangle

6/ @AgileJebrim

@0xglitchbyte @noinconsistency

Why assume it has to be a triangle? A simple screen space gradient would suffice.

7/ @AgileJebrim

@0xglitchbyte @noinconsistency

Compute shaders can be used for anything. Vertex and fragment shaders are really just abstractions built on top of them.

8/ @0xglitchbyte

@AgileJebrim @noinconsistency

Triangles seems to be the “hello world” of graphics programming.

I’ll explore this.

9/ @AgileJebrim

@0xglitchbyte @noinconsistency

Only because the interface they’re using is one based around triangular rasterization. If you ditch the triangle-based pipeline, then it’s not really suitable as a Hello World. Here’s a screen space alternative.

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