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I don't see why this is so "huge". Maybe you could explain? I think developing OpenGL-Games or porting them was never a big issues. Most 3d engines today even h
by guardian5x 13y ago
I don't see why this is so "huge". Maybe you could explain? I think developing OpenGL-Games or porting them was never a big issues. Most 3d engines today even have those abstraction layers included anyway.
- jheriko 13y agoits not a big deal... its just that most game code is hidden and buried so that most of the loud opinions and i have to say its good to see this but i'm mildly disappointed too... DirectX --> OpenGL is one thing, but a properly cross platform rendering interface that will work with DX, its flavour on 360, the novelties of Win8 and Xbone as well as PS3 gcm and gx/gx2 on nintendo platforms whilst dealing with the quirks of desktop vs. es gl? that would still be a pretty run of the mill technical achievement of no particular note. aside from that i don't like the code. singleton class instance? why not use the static keyword so the compiler knows what you want and can optimise accordingly and save you the potential to shoot yourself in the foot. and when did 2500 lines become an acceptable file size for a header? also did we forget that you can nest folders, or name files with modern 1990s style filenames... i need to open source my stuff...
- jheriko 13y agofyi i meant to delete 'so that most of the loud opinions and'
- cwyers 13y agoMost of the big off-the-shelf engines (Unreal/Unity/CryTek/Source) do. If you look at first-party engines, though (Square Enix has Crystal Tools, EA has Frostbite, Monolith has LithTech, Activision has their IW engine for the CoD games), they're likely to be DirectX and console targeting. Valve is giving those kinds of engines the capability of targeting OpenGL through their existing DirectX support.