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Vulkan requires additional and lengthy programming, I'm not so sure if you have to create entirely new shaders for it, as Dani is using Unity, but I believe Vulkan and OpenGL use completely different programming languages which may make it harder to program.

I do agree with your suggestion, but it's often best to know what developers can and cannot do. I have no knowledge in Dani's programming skills, but I am certain that it may take a while for him to do this.

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As a unity developer myself I can say that it’s pretty trivial to change between rendering backends in unity, unity does the bulk of the work.

Unity uses a modified version of HLSL for shaders, modified so that it can be compiled to all the other backends. (See: https://docs.unity3d.com/Manual/SL-ShadingLanguage.html )

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Ah, I'd think so. Thanks for telling me