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> So let me put this in another way, neither OpenGL or Vulkan are a common API OpenGL is legacy case, so no point in bringing it. Vulkan is the only common API
by shmerl 7y ago
> So let me put this in another way, neither OpenGL or Vulkan are a common API
OpenGL is legacy case, so no point in bringing it. Vulkan is the only common API, there is simply nothing else for that role. With all your talk about how "great" proprietary APIs are, none of them ever can be common, because they all are the total antithesis of it - their goal is lock-in in, not something that helps developers reduce their work duplication by providing the standard.
So so much for "great IP". They are DOA basically in this sense, and exist only because walled garden owners force developers to use them by not providing them a choice.
Your personal advocacy for lock-in is also more than questionable.
- pjmlp 7y agoAccording to Khronos, OpenGL is still the API to go when one doesn't want to deal with Vulkan boilerplate. Middleware is the common API. Taking advantage of raw performance from hardware, exposed with SDK tooling that Khronos has never offered. Basic stuff like math, loading textures, material description formats,... Instead every newbie has to go through the challenge of creating their own little engine. My advocacy is based on real experience, having been IGDA member, attending a couple GDCE and Design School meetups, having had the opportunity to visit a couple of well known AAA studios. So I have enough hours talking with such devs to know what they care about. Being religious about 3D APIs is usually not on their agendas, rather getting customers, turning game ideas into IP that they can explore across various commercial channels, consulting opportunities porting game engines, how to take advantage of "whales" and such stuff.
- shmerl 7y agoYour advocacy means "do more work just because" for engine developers. So clearly not something they'll ever appreciate.