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Indeed, that is the main issue that Khronos API advocates always miss.

OpenGL, and now Vulkan, are pretty bare bones, and just a tiny part of what means to have a proper game engine, so basically everyone that bets on their "portability" ends up writing a middleware engine anyway.

Because not only one has to deal with everything a game engine requires, it also needs to handle extensions, possible code paths to work around driver bugs, and to handle the various levels of support for those extensions.

I have done my degree thesis in OpenGL, back when writing a particles engine was still big enough to be worthy of a thesis, instead of a checkbox on game engine middleware, so I am beyond that now.

However it kind of irritates me to see it is still the rite of passage for what differentiates boys from men when dealing with Khronos APIs.



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