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If you're looking for something like this, Sokol is a much simpler alternative:

https://github.com/floooh/sokol

It doesn't support vulkan though, but if that's important to you you're probably much better off just using vulkan directly since it's supported on all the major platforms.



Sokol also provides a solution for shader cross-compilation (https://github.com/floooh/sokol-tools/blob/master/docs/sokol...), so you only need to write your shaders once no matter if you're targeting OpenGL, Metal, or DirectX.

There are other tools you could use out there with IGL, but Sokol's solution streamlines the whole process.


What about

https://github.com/gfx-rs/wgpu

It is written in Rust


It's also got C bindings with wgpu-native. There's also other good alternatives like Diligent engine and bgfx.


It seems to not support as many back-ends as IGL, for example GL ES 2.0 and OpenGL 2.x.


wgpu is great and worth considering


Vulkan is not supported on iOS / MacOS, which is the major benefit to this release.


Khronos maintains MoltenVk though, which is as "official" as it gets: https://github.com/KhronosGroup/MoltenVK

...technically, Vulkan on Windows is also only supported via 3rd-parties (the GPU vendors), so the situation isn't actually all that different. The "Vulkan driver" is just bundled with the application on Mac instead of installed separately.




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