Interesting. Since it does not include windowing integration at all, it looks like you pretty much have to do the glue for each platform you support. This isn't too bad, but it could be better with adapters for common choices for windowing and context management (SDL, GLFW, etc.) Speaking of which, it seems the Linux path assumes X11 for now. Wonder if EGL/Wayland works at all at the moment, but I'm not at a desktop computer to give it a shot.
That said, all of this is relatively mundane, at the end of the day. I'm curious to try it out and see how the ergonomics/performance is. It honestly doesn't look too bad and it's kind of a good sign that a large amount of the triangle example is just windowing, because the actual rendering is relatively simple and succinct for a modern graphics API. I'd like to have an adapter for SDL2/3 and support for Wayland on Linux but otherwise it looks promising. Compared to other abstraction layers (like bgfx) it appears a bit more forward-thinking in some superficial regards at the very least. (Seeing a command queue abstraction in hello world makes me hopeful, anyways.)
That said, all of this is relatively mundane, at the end of the day. I'm curious to try it out and see how the ergonomics/performance is. It honestly doesn't look too bad and it's kind of a good sign that a large amount of the triangle example is just windowing, because the actual rendering is relatively simple and succinct for a modern graphics API. I'd like to have an adapter for SDL2/3 and support for Wayland on Linux but otherwise it looks promising. Compared to other abstraction layers (like bgfx) it appears a bit more forward-thinking in some superficial regards at the very least. (Seeing a command queue abstraction in hello world makes me hopeful, anyways.)