To get the most out of this book
To follow the code snippets and the example code, you should have some experience using C++. Any special or advanced features will be explained, and resources to learn more about these features are included in the chapters when they are first used. However, you should be able to debug simple C++ problems (e.g., by using logging statements).
The code in this book is written for OpenGL 4.6 and Vulkan 1.1. These versions are widely supported in modern GPUs; the oldest graphics cards known to work with these API versions are from the Intel HD Graphics 4000 series, created about 10 years ago.
Software used in the book |
Operating system requirements |
OpenGL 4.6 and Vulkan 1.1 |
Windows or Linux |
The example code presented in this book can be compiled on any desktop computer or laptop running a recent version of Windows and Linux. The code has been tested with the following combinations:
- Windows 10 with Visual Studio 2022
- Windows 10 with Eclipse 2023-06, using GCC from MSYS2 and Ninja as the build system
- Ubuntu 22.04 with Eclipse 2023-06, using GCC or Clang
- Ubuntu 22.04 compiling on the command line, using GCC or Clang
If you are using the digital version of this book, we advise you to type the code yourself or access the code from the book’s GitHub repository (a link is available in the next section). Doing so will help you avoid any potential errors related to the copying and pasting of code.
The full source code for the examples is available from the book’s GitHub repository (a link is available in the next section). The chapters in the book contain only excerpts from the code, covering the important parts.