This x1000. We've given up nice APIs to the point that only 4 companies have enough engineers to write game engines.https://twitter.com/Sol_HSA/status/1174233868536356866 …
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Frank A. Krueger Retweeted Jari Komppa
This x1000. We've given up nice APIs to the point that only 4 companies have enough engineers to write game engines.https://twitter.com/Sol_HSA/status/1174233868536356866 …
Frank A. Krueger added,
There seems to have been this period where spec developers started saying “our APIs can be awful because people will write libraries on top of them”
I suppose we'll see whether this is better than the situation before, "every vendor will ship their own version of the library that behaves differently and is broken in different ways"
a bunch of core web Specs were designed with the assumption people would make usable libraries to wrap the unusable APIs from the spec, rather than working on a good API design.
Ah, I was thinking about things from the perspective of things like C++ STLs, OpenGL, etc., where there is some attempt to standardize a usable high-level API, but actual portability gets bogged down in vendor quirks
GLES 2 is actually pretty reliable and portable at this point. Move beyond that and you start hitting bugs, though. And GLES 2 is very beginner unfriendly :(
It’s remarkable that most games even in 2019 don’t actually *need* anything more than GLES 2 to get basically the same graphics quality assuming enough developer creativity, though GLES 2 is pretty miserable to write by modern standards.
Didn't Carmack have a library that implemented glBegin/glEnd-style input for vertex buffers on top of GLES 2/OpenGL Core?
I hadn’t heard that, but that would be interesting! Obvious next thing would be a glTexEnv to shader compiler
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