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Vulkan Programming Guide: The Official Guide to Learning Vulkan (OpenGL)
Ebook Download Vulkan Programming Guide: The Official Guide to Learning Vulkan (OpenGL)
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About the Author
Graham Sellers, API lead on the Vulkan specification, is AMD Software Architect and Engineering Fellow. Sellers represents AMD at the OpenGL ARB, has actively contributed to the core Vulkan and OpenGL specs and extensions, and holds several graphics and image processing patents. He coauthored OpenGL® Programming Guide, Ninth Edition. Contributing author John Kessenich is language lead on the Vulkan specification and is Senior Compiler Architect at LunarG Inc. He been active in OpenGL, GLSL, Vulkan, and SPIR-V development in the OpenGL ARB and in Khronos since 1999. Kessenich created SPIR-V and is its specification editor. As GLSL specification editor, he creates shader compiler tools and translators for improving portability.
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Product details
Series: OpenGL
Paperback: 480 pages
Publisher: Addison-Wesley Professional; 1 edition (November 10, 2016)
Language: English
ISBN-10: 0134464540
ISBN-13: 978-0134464541
Product Dimensions:
7 x 1.1 x 9.1 inches
Shipping Weight: 1.4 pounds (View shipping rates and policies)
Average Customer Review:
2.8 out of 5 stars
18 customer reviews
Amazon Best Sellers Rank:
#624,250 in Books (See Top 100 in Books)
It's finally here! If you're new to Vulkan, this is probably the best place to start.When I started with Vulkan a couple of months ago, this book wasn't out, so I read the spec and searched the web. This book would have helped me get to the same place, faster and with less pain.From my perspective, it has two main shortcomings, The index feels very sparse; most of it consists of a listing of Vulkan API functions, with only a single page of topics that don't start with "Vk".Secondly, I don't feel like my knowledge has been deepened by reading it. There are several topics that I managed to mostly learn before I received this book. When I consulted it to try fill gaps in my understanding, I was unsuccessful. For example, I was unable to find any discussion about "disturbing previously bound descriptor sets".The book has an associated GitHub repository, which currently has no code. I may have to revise my rating after code is published there.Overall, the book is well-written and approachable. I think that the second edition will probably be excellent: Vulkan is very new, and there hasn't been much time for Khronos to hear community feedback, to understand the topics that people will find difficult when mastering Vulkan. I'll probably buy it, despite already owning the first.For now, this is probably the best starting point for someone who is serious about learning Vulkan.
In my opinion this book is just an organized collection of API calls; something like the "OpenGL reference manual". There is almost no code inside and no explanation on how you can use all those APIs to create something with any sense. For example you can find what a buffer is and how to create one, but there is no mention on how you can create and fill one that is resident on the device (GPU) memory.Even if I am an expert on raster graphics I had a very hard time trying to figure out how to build an engine out of those APIs. I would definitely not recommend this book to anyone without a deep understanding of computer graphics and next generation graphics libraries.If you already master DirectX 12 or had a chance to play with AMD's Mantle, then maybe this book can be helpful.
The book itself is ok. If you go through the official vulkan documentation and do some random online tutorials you'd probably learn just as much. I'd give it two stars, but currently the code for the book is not available yet.Update: After several months, still no code.Update 2: 5 months later... still no code.I bought this book because it was one of the first resources out, but now there are much better resources available. I would skip this an dlook elsewhere.
This book is just a copy of Vulkan API official online reference with few comments. I am disappointed.
This book continues the same bad teaching method as the OpenGL books of the past. It has most of the information, but frequently skips over vital details or fails to explain how something needs to be done and why. It assumes the reader has not just in-depth expertise in graphics programming, which is a reasonable assumption, but also expertise in Vulkan programming, which is obviously a silly assumption in a Vulkan Programming Guide. They need Frank Luna to write their learning materials. He's infinitely better.
The first and the last chapters are probably the best, but overall the book is as fun to read as a collection of manpages would be. It is not structured around practical scenarios or use cases, but instead describes the Vulkan API part by part. You can still get a decent understanding of the API from it, especially if you have a prior experience with graphics, but I advise fast-forwarding the middle part and returning back to particular functions later, when you have a practical problem and need to look up nuances.
I pre ordered this book and waited for it. Once I received it was nothing but disappointment. This book is fundamentally snapshot of spec with very very little explanations on simple concepts only. There are much more detailed online tutorials for free.
I don't envy the author as trying to write and easy guide to Vulkan is a challenge. I started reading this but found the amount of code necessary to learn do so the simplest things a bit hard to keep track of.I found this is better as a reference - for learning there are several online tutorials that I found that allowed you to progress faster.
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