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  "path": "/t/an-attempt-at-vulkan/49433#post_4",
  "publishedAt": "2026-03-13T13:47:42.000Z",
  "site": "https://hub.jmonkeyengine.org",
  "textContent": "Based on the information I have, I plan to create a Vulkan backend to try to fully support the frontend of JME. This means that I need to use Vulkan to implement the OpenGL API.\n\nCurrently, my plan is to temporarily disregard the issues related to performance and design. At each step, we should try to minimize any modifications until we can ensure that the JME front-end can function properly using Vulkan.\n\nFrom a theoretical perspective, all OpenGL functions should be achievable.\n\nMy current plan is to first complete the necessary content for the JME front-end, and then look into the performance issues.\n\nI know this is a very large project, but I would rather it be an attempt to explore modern graphics APIs so that I can gain a deeper understanding of Vulkan.\n\nMy personal opinion is that OpenGL should gradually be abandoned rather than being abandoned immediately.\n\nBased on the current development trend, it will still take some time before the performance level can surpass that of OpenGL.\n\nOpenGL is still a very good choice for beginners as an entry-level learning tool.\nThe learning curve of Vulkan is extremely steep.\n\nIf you play Minecraft, please keep an eye on the latest version of Vulkan.\n\nI suspect that Vulkan will not significantly enhance the performance of many games.",
  "title": "An attempt at Vulkan"
}