Hacker News new | past | comments | ask | show | jobs | submit login

That's the problem. The generic graphics groups are mostly newbies. More advanced stuff is on engine-specific boards.





The other problem is that modern graphics APIs got so complex that they're intimidating even to experienced developers.

That 'first triangle on screen' code can now look something like this - https://github.com/KhronosGroup/Vulkan-Samples/blob/main/sam... - compared to the simpler old days of OpenGL (https://github.com/gamedev-net/nehe-opengl/blob/master/vc/Le...)


That's the argument for general-purpose rendering engines. These offer an API comparable to three.js. The API at that level is much easier to deal with than the API at the Vulkan level. Usually, about a page of code will put a glTF model on the screen.

But fast, general purpose rendering engines are hard. Not impossible, just hard. In open source land, we have about a half dozen examples of My First Rendering Engine, and they mostly work. But they don't scale.




Consider applying for YC's Summer 2025 batch! Applications are open till May 13

Guidelines | FAQ | Lists | API | Security | Legal | Apply to YC | Contact

Search: