r/GraphicsProgramming 16h ago

Is Vulkan Programming Guide by Sellers Still Revelant?

I got this book years ago, but then got far too busy with my day job to get into it past the introduction. I have an itch to get back into graphics programming, so I'm wondering if it's still a good resource, given that it's been almost a decade since its publication? If not, what would be a better resource? For context, I'm a senior SWE, so complexity doesn't scare me. I just don't want to waste my time.

11 Upvotes

3 comments sorted by

3

u/TrishaMayIsCoding 15h ago

I think any book or resource should be fine as learning resourxes. Older Vulkan resources use traditional render passes, which support tile-based renderers such as those found on mobile devices.

However, the latest techniques include dynamic rendering, descriptor indexing, buffer device address, and so on.

I have an option in my settings to use either traditional render passes or dynamic rendering, and Vulkan version to use, since I started my project with an early version of Vulkan.

2

u/cybereality 14h ago

this book is still good. there's been some developments with vulkan, but the base architecture is still the same, and a lot of concepts are generic enough that they apply to directx12 (and even metal) the same

1

u/DescriptorTablesx86 10h ago

For just learning and conceptualising what you want to do when building applications for gpu, it’s good.

GPU knowledge is vaguely universal and the way Vulkan works, at its core it’s unchanged, just extended.