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Graphics Programming

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Anonymous · original post · 2026-07-13 03:58:07

>>20035
it's the art balancing what looks good enough with what is fast enough

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Anonymous · reply · 2026-07-13 04:00:18

>>20015
>you should start with directX 12, since vulkan might be too much to handle
DX12 is just as verbose as Vulkan.

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Anonymous · reply · 2026-07-13 04:13:03

>>20015
>opengl a toy graphics layer
are you retarded? cross-platform vulkan and the needlessly platform-dependent d3d12 are both hiding most of the "actual work" being done, too. if you're not writing your own graphics drivers you're not really graphics programming bro

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Anonymous · reply · 2026-07-13 06:17:04

>>20003
OpenGL is very loose and ambiguous, lots of free functions.
D3D11 is a little more verbose but it's much easier to understand what's going on when you're setting things up. It uses structs to initialize objects (vulkan/mantle is similar) and it encapsulates data and methods in objects making things cleaner.
No wonder devs used d3d11 back then and vulkan is similar in some ways. Microsoft did a good job designing that api.

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Anonymous · reply · 2026-07-13 06:20:16

>>20003
>am i too dumb for it
too dumb and probably gay

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