From the blog "Josh's Dev Blog"

Two days and 823 lines of code later, I present to you the Vulkan triangle of awesomeness, running in our engine: Here are my thoughts on Vulkan: It's ridiculously verbose. You have to specify every little detail of the rasterizer, there's a million classes to create, and every little variable has to be exactly right. There's really no reason for this because 90% of the code is just something you copy and paste. Shaders can use GLSL, which seems very weird, but it makes thin