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  1. Embed this notice
    :ihavenomouth: (inginsub@clubcyberia.co)'s status on Friday, 06-Feb-2026 16:58:22 JST :ihavenomouth: :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
    In conversation about 9 days ago from clubcyberia.co permalink
    • Embed this notice
      idk anymore, man (benis_redux@cawfee.club)'s status on Friday, 06-Feb-2026 17:19:53 JST idk anymore, man idk anymore, man
      in reply to
      @Inginsub what kinna fish you been fishin 🤨
      In conversation about 9 days ago permalink
      :ihavenomouth: likes this.
    • Embed this notice
      ICScaryThings (icst@clubcyberia.co)'s status on Saturday, 07-Feb-2026 23:13:32 JST ICScaryThings ICScaryThings
      in reply to
      @Inginsub I haven't heard of it before. Does it at least make things a lot easier to setup than just using vulkan directly?
      In conversation about 8 days ago permalink
      :ihavenomouth: likes this.
    • Embed this notice
      :ihavenomouth: (inginsub@clubcyberia.co)'s status on Saturday, 07-Feb-2026 23:19:21 JST :ihavenomouth: :ihavenomouth:
      in reply to
      • ICScaryThings
      @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)
      In conversation about 8 days ago permalink
    • Embed this notice
      :blank: (i@declin.eu)'s status on Saturday, 07-Feb-2026 23:23:04 JST :blank: :blank:
      in reply to
      • ICScaryThings
      @Inginsub @icst sdl3 is also the defacto implementation example, it ships with the vulkan sdk too
      In conversation about 8 days ago permalink
      :ihavenomouth: likes this.

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