I'm working on educating myself more about computer graphics, and the more I learn and play with the technology, the more I get frustrated by the dependencies on C++ (even though I know why it exists). I've built prototype renderers with Vulkan in C# and Go using language-specific bindings to understand the general process. I really enjoy Vulkan and I feel like it's both a good time to learn graphics development and also a great low-level graphics platform.
As I work through Real-Time Rendering, on my way to Physically Based Rendering, I want to create the foundations of a personal rendering platform so I can cement knowledge and get some experience. I just... really don't want to do it in C++. I know that Vulkan is an API specification (and ecosystem) for the low-level hardware drivers by NVIDIA/Intel/AMD/others, but that's about it.
I want to evaluate the possibility of writing a non-C++-based Vulkan driver using native syscalls so I don't have to deal with the C++ ecosystem. I would like to assume the OS would pass along the Vulkan syscalls to the hardware drivers, and they would be executed from there, but I'm not really sure. I feel like it's possible, and likely extremely tedious and time-consuming, but it might be worth it if it means I don't have to work entirely in C++.
Is it possible to make the low-level syscalls (or write ASM for the syscalls) for Vulkan without using the LunarG C/C++ SDK?