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:ihavenomouth: (inginsub@clubcyberia.co)'s status on Friday, 06-Feb-2026 16:58:22 JST
:ihavenomouth:
SDL3 GPU is kinda alright, but it doesn’t let you acquire swapchain images asynchronously, which is one of the main reasons to do real graphics instead of opengl -
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idk anymore, man (benis_redux@cawfee.club)'s status on Friday, 06-Feb-2026 17:19:53 JST
idk anymore, man
@Inginsub what kinna fish you been fishin 🤨 :ihavenomouth: likes this. -
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ICScaryThings (icst@clubcyberia.co)'s status on Saturday, 07-Feb-2026 23:13:32 JST
ICScaryThings
@Inginsub I haven't heard of it before. Does it at least make things a lot easier to setup than just using vulkan directly? :ihavenomouth: likes this. -
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:ihavenomouth: (inginsub@clubcyberia.co)'s status on Saturday, 07-Feb-2026 23:19:21 JST
:ihavenomouth:
@icst the triangle of shame is 170 lines instead of 1700 with vulkan or like 17 with opengl, so it's a nice middle ground if you want a sensible way to access buffers but don't care about actually setting up graphics (or if you want your game to use directx 12 on windows) -
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:blank: (i@declin.eu)'s status on Saturday, 07-Feb-2026 23:23:04 JST
:blank:
@Inginsub @icst sdl3 is also the defacto implementation example, it ships with the vulkan sdk too :ihavenomouth: likes this.
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