MoonWorks-docs/content/Graphics/Intro.md

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Intro 2021-01-24T20:54:00-08:00

If the other MoonWorks tools have seemed simple so far, MoonWorks.Graphics may surprise you. Graphics is implemented using the Refresh library. Refresh is based on Vulkan, an industry-standard cross-platform graphics API. It provides no "standard" rendering system that you can easily hook into, unlike what you may be used to with an engine like Unity. In order to render to the screen, you will need to set up, at the minimum, a Color Target, Framebuffer, a Render Pass, some Shader Modules, a Graphics Pipeline, and provide vertex data to be rendered through the pipeline.

This might sound complicated, and I can't deny that, yeah, it's complicated. But everything is complicated at first. I promise to walk you through it as best I can, and once you understand how the pipeline works, you will have total control over your rendering and you will be able to create extremely high performance games that look exactly how you want.

Let's get started!