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That's why I'm saying that people new to graphics should probably start with Dawn or wgpu nowadays. They follow the same shape as the modern native APIs, but in a more streamlined manner, and are portable to all of the major platforms without relying on Apples long-abandoned OpenGL implementation which is missing foundational features like compute shaders. If you go down the Rust route with wgpu then it doesn't even require delving into unsafe code.

From that starting point there's a natural progression to tackling raw Vulkan, D3D12 or Metal if you outgrow what the WebGPU libraries are capable of. If you start from OpenGL instead then you have to unlearn all the nonsensical abstractions it teaches you.




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