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Choosing a graphics API is one of the more obscure parts of graphics programming mainly because of JUST HOW MANY conflicting sources there are.
We’re gonna be comparing directx12 and Vulkan. We’ll begin with directx12.
One of the great features about directx12 is its integration with windows. It already includes a linear algebra library and is ready to use out of the box. The API itself feels really well made for the developer, for example the code you write is significantly cleaner than using an API like OpenGL. You also don’t have to worry about driver issues because it comes pre installed and fully setup with most windows builds.
Moving on to Vulkan… some people actually say that the API is more complex than directx… But complexity and verbosity are words that mean completely different things. Complexity means made of multiple parts and hard to navigate around, while verbosity simply means expressing more. And I believe that all APIs have the same amount of complexity, even Directx. Vulkan is just a little bit more verbose and makes you write out more code. One of the major advantages of Vulkan is the multi-platform support ranging from linux, mac, ios, and even windows itself.
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