Vulkan tutorials

A C++ library that gets all the quirky and long parts of Vulkan out of the way. So you can start to focus on writing Vulkan applications.

As an OpenGL programmer and tutorial writer, when I first heard of Vulkan my interest was piqued. I saw high-performance graphics demos and started to do research about the API. I’ve heard many things about it. That it was difficult to learn, and that it was much more complex than OpenGL.

This is my attempt at building an online reference for Vulkan tutorials. As a writer and book publisher, I thought it was a good time to start a new website the primary purpose of which is to teach the inner workings of the new Vulkan API.

Is Vulkan Difficult to Learn?

As a new API standard established by Khronos group, Vulkan has reputation of being more complex than OpenGL. But it really doesn’t have to be. The series of tutorials on this site will gradually demystify programming using the Vulkan API and prove that you shouldn’t be worried. That much.

The first thing I noticed when doing my research, is that developing with Vulkan API is nothing like past transitions from OpenGL “Immediate Mode” to VBO architecture. It’s a completely new API in its own right. And if you want to learn how to build 3D applications with Vulkan you have to start from clean slate. Thankfully, on this site you will learn how to start from absolute scratch.

Throughout the tutorial series I’ll use this format VkApplicationInfo appInfo = {}; for writing out C++ code when variables, arrays or objects need to be explained in the context of a paragraph. This increases readability and helps improve tutorial’s clarity.

Who Wrote These Tutorials?

I started writing OpenGL tutorials in 2003 to share what I was learning about 3D game development. When Khronos released the Vulkan API in February of 2016, I thought it was a good time to expand my original OpenGL tutorial series.

My name is Greg Sidelnikov, I have been writing technical tutorials since 2003 when I started my first series about OpenGL. Apart from writing tutorials for this site and Wooden’s OpenGL tutorials I am also an independent game developer at Tigris Games. My work has been referenced in published books about OpenGL, and I am also the developer of Briefcase (a puzzle game), Platypus Kart, Gemini and several game prototypes.

Why Read These Tutorials?

You definitely want to learn how to develop with Vulkan API if performance is of concern. Vulkan achieves dramatically improved rendering performance for hardware-accelerated graphics because of its low-level architecture that game developers can now take advantage of.