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> One reason there is less documentation is that there is generally not one right way to do it. Yes, but the way that most OpenGL tutorials leave you at by the
by moron4hire 6y ago
> One reason there is less documentation is that there is generally not one right way to do it.
Yes, but the way that most OpenGL tutorials leave you at by the time you're done is distinctly the wrong way.
> Different games have very different requirements and solutions that work for one game/genre will hurt performance (or team productivity) for another.
I wouldn't say different games have very different requirements. Different genres of games have different requirements. We can make a lot of assumptions about flight simulators versus real time strategy games, for example. There doesn't even seem to be that level of discussion: what the particular tradeoffs are, where, why, and when you'd want to take them.