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@GabrielRTH83340 It is my work. API is super simple. Check the 75-line triangle.cpp to get started. Vulkan triangle is ~1000 lines in comparison. github.com/sebbbi/NoGraphicsAPI/blob/main/example…
@JussiKemppainen @softpoo My code base? It's 100% custom engine on top of sebbbi/NoGraphicsAPI.
tbf I've seen it autocomplete large chunks of complex and functional software in a relatively short amount of time under the supervision of world's top experts when the subject is extremely well covered by the "training" data (stolen code) e.g. sebbbi/NoGraphicsAPI
@SebAaltonen @kmare It was literally just one click on Github, but now the PR has conflicts because somebody didn't care to merge. NoGraphicsAPI#10
@SebAaltonen @Lawwraz0 What exactly are you still planning? The PR for Linux support was made a month ago, but you never merged. NoGraphicsAPI#10
@toncijukic Yes. I managed to port NoGraphicsAPI to Metal 4. The trick was to have a simple shader header that wraps descriptor indexing in platform specific way. Using TextureViewPool in Metal 4. sebbbi/NoGraphicsAPI