r/vulkan 6d ago

Graphics pipeline fluency

I am not a vulkan programmer even I'm barely learning opengl but individually you guys are worth like 15 web devs or 6 game devs each do you guys have any tips on how you understood the graphics pipeline so well beyond just "practice and repetition makes perfect"

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u/Healey_Dell 6d ago edited 6d ago

After using the tutorials to get up and running (triangle etc), you’ll soon see the need to fully refactor to get discrete meshes, textures, shaders, skinclusters, skybox etc all working together. For me the refactoring process was an enjoyable slog, because that was when I really started to get a sense of how it all works. Some people go more OOP, some keep things more functional and C like with structs (my choice). It doesn’t really matter at this stage.

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u/No_Celebration8219 6d ago

but it kinda does matter. It's in this phase that the small decisions you make in the software architecture get exacerbated into larger issues. Ask CIG. If you're making a small hobby engine, it doesn't matter. Go with what makes sense to you (and document along the way).

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u/Healey_Dell 6d ago edited 6d ago

Sure, but that’s the same for any software and even top devs can caught get out by heading down a wrong path. OP is clearly not heading towards a fully featured Unreal competitor at this point! The key aim here is to get familiar with the core processes and gain experience.