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Apple is definitely not going back to OpenGL. I can't say I'm particularly sad, OpenGL is very long in the tooth and writing a good driver for it seems like a n
by overgard 3y ago
Apple is definitely not going back to OpenGL. I can't say I'm particularly sad, OpenGL is very long in the tooth and writing a good driver for it seems like a nightmare, considering how hard it is to even write good performant application OpenGL code. I wish they had thrown in behind Vulkan instead of creating Metal, but it seems like outside of linux vulkan is a second class citizen everywhere (although it's a pretty good second class citizen to target).
In terms of supporting games or steam and such, I think the reality is that a large segment of games now use engines that handle the API stuff for you, and if you do have the resources/time/inclination to write directly to the API, you're probably ok with MoltenVK as long as you're not doing anything too cutting edge.
Seriously though, while I've written OpenGL most of my life to be cross platform and support the most I can, it's an absolutely TERRIBLE api. Global state everywhere, tons of functions you can-but-shouldn't-use, all sorts of traps everywhere, monsterous header files for extensions, incredibly hard to debug. Vulkan is verbose but in a lot of ways it's actually easier, even if it's advertised as being the more hardcore way to do things.