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Openai/69676758-d944-8003-a3d4-835e33b4e372
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=== Assistant: Yes. === Yes. SDL + Vulkan is sufficient for serious game development. More precisely: ===== SDL handles all platform-dependent, non-graphics concerns: ===== * Window creation * Input (keyboard, mouse, gamepads) * High-resolution timing * Display enumeration * Vulkan surface creation (VkSurfaceKHR) '' Cross-platform portability (Windows, Linux, macOS'') You do not need to care about: * DisplayPort * Window system details * Native APIs (Win32, X11, Wayland, Cocoa) SDL already sits at the correct abstraction boundary. * macOS uses MoltenVK (Vulkan β Metal), which is still fine unless you are doing cutting-edge Vulkan features. ===== Vulkan gives you explicit, low-level GPU control, which is the lowest level that is actually useful for games: ===== * Explicit memory management * Explicit synchronization * Predictable performance * Modern rendering features * Access to compute This is exactly where βdeep enoughβ stops. ===== And this is a feature, not a limitation: ===== * No access to scanout * No control over DP/HDMI * No display timing beyond vsync/adaptive sync requests * No OS compositor bypass (except exclusive fullscreen) Those layers are correctly abstracted away. ===== <syntaxhighlight>Your Game ===== ββ Your Engine Code ββ SDL (window, input, events) ββ Vulkan (rendering, compute) ββ GPU driver ββ GPU display engine ββ DisplayPort / HDMI </syntaxhighlight> You should never cross that Vulkan β driver boundary. ===== Only in edge cases: ===== * You need a full editor UI β add ImGui * You want audio β SDL_audio or another lib * You want asset pipelines β separate tooling * You need console support β proprietary SDKs Still no need to go lower. ===== For game development: ===== : Anything below that is driver, OS, or hardware work β not game development. If you want, I can sanity-check a minimal Vulkan + SDL project layout or suggest what not to over-engineer early.
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