Otherwise there will be no way to write a graphics pipeline cleanly unless you use OpenGL 4.1 or drop other platforms.
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Replying to @RobertWHurst @warrenm
The latter isn't likely to happen. It's more likely that only groups like Unreal will bother dealing with bridging the gap.
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Replying to @RobertWHurst @warrenm
That's not a solution for general developers.
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Replying to @RobertWHurst
Many developers do abstract over multiple APIs. And hundreds of thousands who use Epic and Unity can already use Metal.
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Replying to @warrenm
I know, but saying Epic and Unity have already papered over your API so I don't have to doesn't solve the issue.
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Replying to @RobertWHurst @warrenm
If I'm not using Epic or Unity I'm still at square one.
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Replying to @RobertWHurst @warrenm
Not everyone can use or wants to use a massive game engine.
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Replying to @RobertWHurst
Not everyone does. That doesn’t change the fact that Metal is how to do modern graphics on Apple platforms.
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Replying to @warrenm
Right, and only Apple platforms. My entire developer career I've used Apple products. This is the first time I'm wavering.
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Replying to @RobertWHurst
Thanks for engaging with me
@warrenm. I do appreciate it. I also really do think your team did a good job. I just miss the more open Apple.1 reply 0 retweets 0 likes
Thanks for the conversation. I hear where you're coming from. Let me know if I can ever be of assistance.
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