Nvidia have been busy, they have released vkcpp which as a C++ API to work with Vulkan, as Vulkan itself is a C API.
Since I know very little about C and C++ I will leave the main discussion about it to the comments! I hope someone finds it useful with me giving it a shout-out. It's fantastic to see lots of tools being thrown out for Vulkan already!
Find the vkcpp github here.
QuoteVulkan is a C API and as such inherits all common pitfalls of using a general C programming library. The motivation of a low-level Vulkan C++ API is to avoid these common pitfalls by applying commonly known C++ features while keeping the overall structure of a Vulkan program and preserving the full freedom it provides as low-level graphics API. An additional guideline we followed was not to introduce additional runtime overhead by providing a header-only library with inline functions.
Since I know very little about C and C++ I will leave the main discussion about it to the comments! I hope someone finds it useful with me giving it a shout-out. It's fantastic to see lots of tools being thrown out for Vulkan already!
Find the vkcpp github here.
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7 comments
That's actually nice, as majority of games are developed either in C++, or managed languages (which are yet to see Vulkan bindings, but I will guess that's not that important, as mostly engines, which are C or C++, will use them).
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oh my :),this should help with Mir and Wayland when it comes to Nvidia support. it is a basic low level API. but can be expanded on. at least it's on github so more can contribute to it's code.
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oh my :),this should help with Mir and Wayland when it comes to Nvidia support. it is a basic low level API. but can be expanded on. at least it's on github so more can contribute to it's code.
Wayland has their support already completed, it was pushed up in Wayland git master.
1 Likes, Who?
oh my :),this should help with Mir and Wayland when it comes to Nvidia support. it is a basic low level API. but can be expanded on. at least it's on github so more can contribute to it's code.
Neither Mir nor Wayland will care a lot for a C++ API, they're both C and will very likely use the C API. Engine creators who develop their engine in C++ (still many are written in C) will probably like this wrapper API.
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Engine creators who develop their engine in C++ (still many are written in C) will probably like this wrapper API.
Not so sure if a lot of engines are still written in C. Maybe some pieces of it, or some external libraries, but even the 3D engines (which are often the most hardcore part of the engine) are in C++ now.
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This will be good if it is what I am thinking it is. C has a lot of "features" that don't really translate too well into C++ and visa versa. My first encounter with C in 3D graphics was a pointer arithmetic nightmare. If you already know C++, then this gives you just enough knowledge to make you dangerous with C. You think you know it but you don't and most software usually blend the two together in insane ways to make you crazy.
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I ask me if there will be a C Wrapper
C wrapper? Vulkan A PI is in C.
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