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There will be. That's open source's job.

Vulkan isn't a complete replacement for OpenGL; it's a GPU API aimed to be built upon.



The goal is to have a cross-platform low level API that can be easily tested for compliance/conformance, right?


Also one that exposes graphics card mechanics so that higher-level tools can use them more intelligently for optimization purposes.

A good analogy is the RISC transition - implementations were made easier and faster, but as a tradeoff assembly was made much more difficult to program in. The idea being that only a small group of tool-makers with specialized knowledge of the underlying mechanics (in that case compiler developers, in this case engine developers) would ever have to deal with them.




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