I don't know who posted it here. But this is not merged to the main website (it's on the "develop" branch), and a lot of resources have not been added. I am still working on it.
I had hoped for some more basic stuff. I struggle for 2 months now to implement a fast line draw with width for a embeed cpu. It only has a framebuffer no gpu
Great resources abound. However, learning graphics programming is hard and requires a deep understanding of both the algorithms and the APIs to do anything non-trivial.
Sadly, there are fewer people than ever on HN who care about deeply understanding either of these in the age of agents.
As someone who's learned Vulkan to a fairly deep level over the last two years I've found learning with LLMs invaluable, especially for explaining concepts and the whys behind things.
That said debugging graphics bugs has to be some of the hardest things you can do as they generally manifest as driver crash followed by VK_DEVICE_LOST error. Vibe debugging these inside a 60k vibecoded rust renderer is... just not possible.
Agents can get you the initial boilerplate for setting up most of the resources, but are completely clueless about subtle issues with synchronization, transitions, formats and so on.
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[ 2.9 ms ] story [ 26.9 ms ] threadCreated an account just to say this
https://homepages.enterprise.net/murphy/thickline/index.html
http://kt8216.unixcab.org/murphy/index.html
Sadly, there are fewer people than ever on HN who care about deeply understanding either of these in the age of agents.
That said debugging graphics bugs has to be some of the hardest things you can do as they generally manifest as driver crash followed by VK_DEVICE_LOST error. Vibe debugging these inside a 60k vibecoded rust renderer is... just not possible.
Agents can get you the initial boilerplate for setting up most of the resources, but are completely clueless about subtle issues with synchronization, transitions, formats and so on.