Evaluating a Simple Abstract Syntax Tree

Programming languages and their implementation is a topic I’ve been interested in for a long time and I thought it would be worth trying to get a bit more hands on and play with some of the ideas in this space. Choosing a topic somewhat at random I’ve chosen to take a look at implementing an Abstract Syntax Tree (AST).

Learning Vulkan: Enumerating Physical Devices

Being an API for talking to GPUs and other compute devices every Vulkan program starts off by looking for an appropriate physical device to use. In this post I write a little C program that initialises the Vulkan API and lists out the available devices in the system.

This is part of my “Learning Vulkan” series where I try to figure how to use Vulkan to explore various concepts in graphics programming. As mentioned in the Overview I don’t necessarily know what I’m doing!

Learning Vulkan: Overview

I have always been interested in graphics and have on numerous occasions tried to dip my toe into the world of OpenGL and more recently Vulkan. However I have never been able to get past the “Hello, World” of these technologies - drawing a triangle on screen, I think mostly becuase I never really had a goal in mind once I got that far…

But that’s (hopefully) about to change! What better excuse than a new decade to jump back into this world for the 100th time and try to get to all those interesting ideas I see people playing with all the time!