4 ms·
Don't read. This article is simply a manifesto calling for developers to use OpenGL. The mindset of the author is firmly locked in the late-1990s, which was t
by akamaka 17y ago
Don't read.
This article is simply a manifesto calling for developers to use OpenGL. The mindset of the author is firmly locked in the late-1990s, which was the height of the OpenGL vs. DirectX flamewars. I'm amazed that he didn't bring up Fahrenheit. (http://en.wikipedia.org/wiki/Fahrenheit_graphics_API http://en.wikipedia.org/wiki/Fahrenheit_graphics_API)
The accusations about Direct3D gaining dominance because of FUD or some other nefarious actions are pretty ridiculous. Graphics APIs evolved rapidly during the period between 1998-2005, and there were times when Direct3D had a clear technology lead in certain areas. I've never met a single graphics developer who switched away from OpenGL for any reason other than preferring to work with D3D.
However, the balance has stabilized in recent years, and the author of this article doesn't tell us anything useful about current technology.
- stevejohnson 17y agoThe rest of the article aside, I think that avoiding MS lock-in is a great reason to use OpenGL over Direct3D.
- akamaka 17y agoLock-in is definitely a big concern, but the article vastly overstates the cross-platform benefits of OpenGL. Different platforms have different capabilities and limitations, and most of the work in creating high-performance 3D software involves optimizing for specific hardware. For example, porting an OpenGL-based game from Windows to the PS3 would not be significantly easier than porting a D3D-based X-Box game.
- dazzawazza 17y agoFWIW: SCEA provide an implementation of OpenGL for PS3 so it should be 'easier'. I've heard it's not that fast given the strange nature of the PS3 hardware pipeline but it might be fast enough.
- deleted 17y ago[deleted]
- snprbob86 17y agoIn gaming, lock-in is an inherent problem. You always need to optimize for specific platforms and hardware to stay competitive, so you might as well optimize for specific APIs as well. Most "ports" of games also include significant renderer rewrites. And with every non-desktop platform, you are really targeting OpenGL ES, not full OpenGL. ES is more of an API starter-kit, so it varies significantly between platforms.