A newly released tutorial demonstrates that Vulkan 1.3 can be used to build a functional rasterization application with a single source file, employing modern features such as dynamic rendering, descriptor indexing, and buffer device address while relying on widely adopted libraries like SDL, VMA, and Slang.
The tutorial titled How to Vulkan in 2026 appears on the GitHub repository of Sascha Willems at https://github.com/SaschaWillems/HowToVulkan2026 and serves as a concise, end‑to‑end example of what a contemporary Vulkan graphics program can look like. Rather than presenting a minimal triangle that many introductory samples still use, the project renders multiple illuminated and textured 3D objects that can be rotated with mouse input, thereby illustrating how the API’s verbosity can be mitigated without sacrificing explicit control. The code is deliberately kept to a few hundred lines, avoiding abstraction layers that would otherwise obscure the underlying mechanisms, and it is written in C++20 with designated initializers to improve readability.
The central thesis of the tutorial is that Vulkan’s design, which has remained deliberately low‑level since its release in 2016, becomes more approachable when developers make use of the core features introduced in version 1.3. By opting for dynamic rendering instead of the legacy render‑pass objects, the author eliminates a historically cumbersome step that required precise attachment layout specifications and synchronization barriers. Descriptor indexing, enabled through the VK_DESCRIPTOR_BINDING_VARIABLE_DESCRIPTOR_COUNT_BIT flag, replaces the traditional per‑set descriptor management with a bindless approach that scales naturally to any number of textures. Buffer device address, a feature that became core in Vulkan 1.3, allows shaders to fetch uniform data directly from a buffer pointer, sidestepping descriptor bindings for uniform buffers altogether. Synchronization2 further simplifies the handling of image layout transitions and pipeline stage dependencies, reducing the need for explicit pipeline barriers in many common scenarios.
These modern features are not isolated improvements; they interact with a carefully selected ecosystem of libraries that together lower the friction of Vulkan development. The windowing and surface creation are delegated to SDL (https://libsdl.org), which abstracts platform‑specific details and provides a unified API for input handling. Memory allocation is handled by Vulkan Memory Allocator (VMA) (https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator), a library that automates the selection of appropriate memory types and eliminates much of the boilerplate that historically plagued Vulkan memory management. For shader development, Slang (https://github.com/GPUOpen-Slang/Slang) replaces GLSL as the source language, compiling directly to SPIR‑V at runtime and allowing the same file to contain both vertex and fragment stages, which streamlines the build process and makes updates trivial. Texture loading is performed with KTX‑Software (https://github.com/KhronosGroup/KTX-Software), a Khronos‑maintained loader that reads KTX files into GPU‑native formats, avoiding the need for CPU‑side decompression. Mesh data is parsed by tinyobjloader (https://github.com/syoyo/tinyobjloader), a single‑header library that extracts vertex positions, normals, and texture coordinates from Wavefront OBJ files. The tutorial also references the official Vulkan specification (https://registry.khronos.org/vulkan/specs/1.3/html/vkspec.html) and the Vulkan Guide (https://vulkan.guide) for deeper understanding of the concepts it touches.
A reflective analysis of the tutorial reveals several supporting arguments. First, the use of Vulkan 1.3 as a baseline ensures that the code works on a broad range of GPUs while still accessing features that were previously only available through extensions. Second, the bindless descriptor layout demonstrates how descriptor indexing can reduce the number of descriptor sets required for a scene with many textures, thereby decreasing the overhead of descriptor pool management and simplifying the shader interface. Third, the buffer device address pattern illustrates a practical way to pass uniform data to shaders without the need for descriptor bindings, which can be especially advantageous when dealing with small, frequently updated structures such as camera matrices or lighting parameters. Fourth, the reliance on SDL for platform abstraction means that the same source can be compiled for Windows, Linux, macOS, and mobile platforms without rewriting platform‑specific code, a benefit that was historically a major source of complexity in Vulkan projects.
The implications of this approach are significant for both newcomers and experienced developers. For newcomers, the tutorial provides a concrete entry point that avoids the overwhelming amount of boilerplate that often discourages adoption of Vulkan. By showing that a functional application can be written in a single file, it encourages experimentation and rapid prototyping, which can accelerate learning curves. For experienced developers, the example showcases how to combine newer core features with existing tooling to achieve a clean separation between CPU‑side logic and GPU‑side work, while still retaining the explicitness that makes Vulkan suitable for performance‑critical applications. The bindless descriptor pattern, in particular, hints at a future where descriptor management becomes less of a bottleneck, potentially influencing the design of larger engines that aim to scale to thousands of textures or compute resources.
Nevertheless, the tutorial does not claim that Vulkan has become trivial. The article repeatedly emphasizes the importance of validation layers, which are enabled through the LunarG Vulkan SDK (https://vulkan.lunarg.com/sdk/home) and can catch subtle misuse of the API before it leads to crashes on other hardware. It also recommends RenderDoc (https://renderdoc.org) as a graphics debugger, noting that visual inspection of command buffers and resource states is indispensable when dealing with synchronization issues. The author acknowledges that synchronization remains one of the hardest aspects of Vulkan, especially when multiple frames are in flight and when different queue families are involved. The tutorial’s use of fences and semaphores, together with the explicit layout transitions performed via vkCmdPipelineBarrier2, demonstrates a disciplined approach to avoiding read/write hazards, but it also highlights that developers must still understand the underlying pipeline stages and memory access masks.
Counter‑perspectives are woven into the narrative. Some readers may argue that the reliance on libraries such as VMA and Slang introduces additional dependencies that could complicate deployment or licensing considerations. Others might point out that the bindless descriptor technique, while elegant, is not yet universally supported across all GPU vendors, and fallback paths would be required for older hardware. The tutorial also notes that the dynamic rendering feature, introduced in Vulkan 1.3, is not yet available on every platform, and developers may still need to implement legacy render‑pass logic for certain devices. Finally, the article cautions that the minimalistic code style, while pedagogically useful, may obscure best practices for production‑grade code, such as robust error handling, resource tracking, and multi‑threaded command buffer recording.
In sum, How to Vulkan in 2026 offers a balanced view of the current state of the API: it celebrates the maturity that has arrived in the form of core features and ecosystem tooling, while simultaneously reminding practitioners that the explicit nature of Vulkan still demands careful attention to synchronization, memory management, and platform specifics. The tutorial thus functions as both a learning resource and a reference point for developers who wish to explore the possibilities of modern Vulkan without being overwhelmed by its historical complexity.
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