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Three things I suppose, coming at it from having worked on medium-to-largeish game development efforts: 0. Graphics APIs come far down the list of things peopl
by to3m 12y ago
Three things I suppose, coming at it from having worked on medium-to-largeish game development efforts:
0. Graphics APIs come far down the list of things people think about when planning a project. Platform support (or lack thereof) is driven by other concerns. It's a business or political decision, based on platform popularity (hence my original comment), not a technical one. Options for handling a skill shortfall include hiring more people or paying somebody else to do it.
1. Going purely by revenue and ability to attract new fanboys to the system, the bulk of development resource supply is not actually terribly interested in cross-platform graphics APIs. People using graphics middleware will use graphics middleware. Developers writing their own technology (and the people writing the graphics middleware) would actually rather have N simpler APIs for N platforms than a single complicated one that tries to support everything. That is then pretty much everybody in this space covered.
(OK, yes - Direct3D11 is not especially simple, though I think it's simpler than OpenGL. But Windows is kind of popular. See point 1.)
2. The bulk of your average game's code is non-graphical, and the vast majority of the graphics code is not API-oriented or is shaders. (So, more shader languages is not a good thing, but you have options. See, e.g., http://aras-p.info/blog/2014/03/28/cross-platform-shaders-in-2014/ http://aras-p.info/blog/2014/03/28/cross-platform-shaders-in... - it doesn't seem to have been a big issue on the multi-platform projects I've worked on.)