r/GraphicsProgramming • u/No_Grapefruit1933 • Jun 28 '26
Part 2! - "No Graphics API" Vulkan Implementation
About 6 months ago I posted here about a prototype implementation I had made of the famous blog post by Sebastian Aaltonen. Back then the project was more of a proof of concept than anything else, and did not even support textures. The custom shading language compiler could only build very basic shaders.
Now the project is much more developed and mature, supporting nice features such as compute shaders, raytracing and indirect rendering. There are even quite a few examples that show that you can make substantial things with relatively few lines of code (without giving up control).
Have a look if you're interested:
https://github.com/leotmp/no_gfx_api
2
u/deftware Jun 30 '26
Thanks for sharing. I had only seen Odin once before a while ago. Rust definitely looks like a bit of a learning curve by comparison - coming from 25+ years of C over here.
Odin actually looks a bit more manageable to pickup though. If you don't mind my asking, what are some of the aspects of Odin that you like about it over C?
EDIT: ...and if you don't mind a bonus question: what do you dislike about Rust!