oli
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Is anyone able to shed light on the extent of the abstractions?
Based on my first impression exploring the codebase, it appears that the majority of it consists of bindings. For example, if I were to implement a Vulkan renderer, it would essentially be 1:1 with if I was using direct bindings such as Silk.NET.Vulkan, and likewise with SDL3/GLFW for windowing. For context I'm used to frameworks such as FNA which provide things like a built in sprite batcher and methods for rendering primitives, as well as abstractions over the game's main logic update and render methods that mean you don't need to implement the loop manually.
My question is not really a criticism of BRUTAL's barebones-ness, but I do want to know what specifically this has to offer that I could not obtain by using a library such as Veldrid or the Silk.NET series of bindings, for example - as it would seem the same amount of effort would be required to build all the necessary abstractions to make a game on top of BRUTAL as it would with these libraries. It's rather hard to ascertain without much external documentation currently, so if any developer with more knowledge could give some pertinent examples I would greatly appreciate it.
Based on my first impression exploring the codebase, it appears that the majority of it consists of bindings. For example, if I were to implement a Vulkan renderer, it would essentially be 1:1 with if I was using direct bindings such as Silk.NET.Vulkan, and likewise with SDL3/GLFW for windowing. For context I'm used to frameworks such as FNA which provide things like a built in sprite batcher and methods for rendering primitives, as well as abstractions over the game's main logic update and render methods that mean you don't need to implement the loop manually.
My question is not really a criticism of BRUTAL's barebones-ness, but I do want to know what specifically this has to offer that I could not obtain by using a library such as Veldrid or the Silk.NET series of bindings, for example - as it would seem the same amount of effort would be required to build all the necessary abstractions to make a game on top of BRUTAL as it would with these libraries. It's rather hard to ascertain without much external documentation currently, so if any developer with more knowledge could give some pertinent examples I would greatly appreciate it.