<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>C++ on Siddharth Mishra</title><link>http://brightprogrammer.in/tags/c++/</link><description>Recent content in C++ on Siddharth Mishra</description><generator>Hugo</generator><language>en</language><lastBuildDate>Sun, 14 Jun 2026 21:53:10 -0700</lastBuildDate><atom:link href="http://brightprogrammer.in/tags/c++/index.xml" rel="self" type="application/rss+xml"/><item><title>Game Engine Series [0x0002] - Introduction To Vulkan API</title><link>http://brightprogrammer.in/posts/game-engine-series-0x0002/</link><pubDate>Sat, 11 Sep 2021 14:12:31 +0000</pubDate><guid>http://brightprogrammer.in/posts/game-engine-series-0x0002/</guid><description>&lt;p>This post will be on introduction to Vulkan API. We will try to get an idea of how Vulkan Loader works, look at some common definitions and some other interesting things! So, let&amp;rsquo;s begin by asking what is Vulkan?&lt;/p>
&lt;h3 id="what-is-vulkan-">What is Vulkan ?&lt;/h3>
&lt;p>Vulkan is a fast, new and modern 3D graphics programming API. The initial release was about 5 years ago and it is now used my many games and game engines. Vulkan is largely based on the Mantle API, which was initially made by AMD. It is written purely in C and supports many platforms like : Android, Linux, Fuschia, BSD Unix, QNX, Windows, Nintendo Switch, Staida, Tizen, macOS, iOS, Raspberry Pi. It is licensed on &lt;a href="https://www.apache.org/licenses/LICENSE-2.0">Apache License 2.0&lt;/a> which means we can use it too.&lt;/p></description></item></channel></rss>