---
product_id: 486404090
title: "Mastering Graphics Programming with Vulkan: Develop a modern rendering engine from first principles to state-of-the-art techniques"
brand: "marco castorinagabriel sassone"
price: "$U4256"
currency: UYU
in_stock: true
reviews_count: 11
url: https://www.desertcart.uy/products/486404090-mastering-graphics-programming-with-vulkan-develop-a-modern-rendering-engine
store_origin: UY
region: Uruguay
---

# Mastering Graphics Programming with Vulkan: Develop a modern rendering engine from first principles to state-of-the-art techniques

**Brand:** marco castorinagabriel sassone
**Price:** $U4256
**Availability:** ✅ In Stock

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- **What is this?** Mastering Graphics Programming with Vulkan: Develop a modern rendering engine from first principles to state-of-the-art techniques by marco castorinagabriel sassone
- **How much does it cost?** $U4256 with free shipping
- **Is it available?** Yes, in stock and ready to ship
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## Description

Mastering Graphics Programming with Vulkan: Develop a modern rendering engine from first principles to state-of-the-art techniques

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## Customer Reviews

### ⭐⭐⭐⭐⭐ 5.0 out of 5 stars







  
  
    Great Reference for Building Rendering Engines
  

*by A***D on Reviewed in the United States on April 23, 2023*

TL:DR - This book gave me new ideas for future engines, and using vulkan helped me overcome the "where to start" barrier.I feel this book is aimed at intermediate graphics engine developers. People who are more than familiar  with the basics, and have solved some complex problems already. I've written a few, mostly for the web (webgl) and mostly for static CAD scenes (bim, step, etc), which has definitely left me a little stagnant in my skills. This book was a great eye opener for the number of concerns an engine generally has and offered, for me anyways, great ideas for solving some of those abstract problems. While I don't use vulkan for work, I'll definitely be referencing some of the engine design into future projects.

### ⭐⭐⭐⭐⭐ 5.0 out of 5 stars







  
  
    BEWARE! This book is NOT an introductory book on Vulkan, but rather the next step after one
  

*by J***S on Reviewed in the United States on February 21, 2023*

Beware the title might confuse many people making them think it would take them from from scratch... it doesn't... as the very first paragraph of the very first chapter says:"When we set out to write this book, we decided our goal was to start where a traditional Vulkan tutorial might end. There are plenty of grate resources, both in print and on the web, that help beginners discover and understand the Vulkan API.We decided o write this book as we felt there was a gap between these introductory tutorials and some of the more advanced material".As this is an intermediate-level book, it uses an already existing very basic framework (raptor "engine") abstracting many utilities needed (filesystem, memory allocation, a camera, etc) and some of the vulkan beginner's stuff you should already know, so that while reading the book you can focus only on writing the graphics systems (in Vulkan) to acomplish the goals of each chapter.Haven't finished yet, but so far it has been a very good read.I do recommend it.. just bewere that if you don't have some beginner-level Vulkan knowledge (or even DirectX could do) then this is not the book you're looking for.

### ⭐⭐⭐ 3.0 out of 5 stars







  
  
    Good algorithms and work, strange implementation for a reference book
  

*by P***S on Reviewed in the United States on April 7, 2023*

Mastering Graphics Programming is a Vulkan book aimed at people who have worked through introductory tutorials, but don't know what to do next. They assume a basic knowledge of the GPU, C++, and Vulkan, and implement a renderer with several intermediate to advanced features.There's plenty to like about the book. It occupies a good niche, since most Vulkan content online is either incredible bare-bones and introductory, or aimed at senior engineers. The content of the book is generally well-written, and the set of topics are complete. Everything is implemented on GitHub for you to take a look through the code.Unfortunately, the authors have made the decision to tie the book and its algorithms very strongly to their Raptor engine. Some of the choices for this engine might are completely insane for the target audience of this book to implement. For example, the authors re-implement the C++ standard library for "fine-tuned control over memory lifetimes", even writing their own heap allocator. Why? This is a book meant to be learned from. This adds complexity and indirection to many of their examples. Companies have done this before; EA re-wrote stdlib for some of their engines, for example, but no sane person trying to learn graphics programming and get a job would re-write all of the standard library to make their compile times faster, and writing an engine using Raptor's stdlib abstraction would raise eyebrows during an interview. They also write classes that abstract over Vulkan, but these I find more reasonable.I think this book is best used as a general reference. You can use it to figure out more complicated graphics ideas you might want to implement in your rendering engine. If you've finished the Vulkan tutorial, and are struggling to figure out how to implement additional features, this might not be the greatest book you've worked with, since its implementations are tightly tied to the authors' existing renderer, but it also might be one of the only options to help you out.

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*Product available on Desertcart Uruguay*
*Store origin: UY*
*Last updated: 2026-03-08*