i.e. a window (for vulkan probably bundle instance, swapchain, and logical device creation in here too), then a quad, then abstractions, then textures, etc etc
I mean the thing is you don't really need it. The only thing the tutorial does is give you some ropes to not give up immediately, for the most part it'll be understanding the basics of Vulkan, and then you can just do whatever you want with the api. (that's what I ment with normalized difficulty, its all the same)
so the issue kinson is getting (which may or may not be related to this, haven't seen code yet but just a gut feeling) reminded me of the implicit in woes we recently had:
we will have the SilkTouch overloading system have a config, so if you think the Span/ref overloader isn't good for GL, we can just disable that for GL