OpenGL and Vulkan are both graphics APIs used to interact with a computer's graphics hardware.

OpenGL is a well-established and widely used API that provides a high-level interface for graphics rendering. It is a relatively high-level API and provides a lot of built-in functionality, making it easier to use for beginners. It is widely supported on various platforms and can be used with different programming languages.

Vulkan, on the other hand, is a newer API that provides lower-level access to the graphics hardware, allowing for more fine-grained control over the rendering process. It is designed to be more efficient and scalable, making it a good choice for high-performance applications, especially those that run on mobile devices. However, Vulkan requires more programming effort to use effectively, making it more suitable for experienced developers.

When it comes to building a 3D physics engine, either OpenGL or Vulkan could be used, depending on your specific needs and requirements. OpenGL is a more straightforward and beginner-friendly option, and its high-level interface can make it easier to get started with building a 3D physics engine. However, if you need more performance and scalability, and have experience working with lower-level APIs, Vulkan could be a better choice. Ultimately, the decision should be based on the specific requirements of your project, your programming skills, and the resources available to you.
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