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Here be dragons: the same 3D scene implemented with 10 different 3D APIs

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Re: Here be dragons: the same 3D scene implemented with 10 different 3D APIs

#31

Earlier quoted context omitted.

There are screenshots in each of the directories in the project.

Laziness squared... got it. (lazy they didnt have a gallery already ready... lazy that (we) the readers dont ant to click through to each pic..

Some people went and created the same in multiple different languages/environments. Not sure you should be throwing around the word lazy.

Re: Here be dragons: the same 3D scene implemented with 10 different 3D APIs

#34
post #11

Very interesting. What's striking is how much better the OpenGL version looks than everything else. Not sure if it's because that was the reference version or if some of the other APIs require more work or the dev is simply unfamiliar with them. The Cycles renderer creates some really cool looking materials on the dragon, but the terrain doesn't look great. The Metal version in particular looks terrible, but then aga…

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Re: Here be dragons: the same 3D scene implemented with 10 different 3D APIs

#35

When I was in school, I had an assignment to make the same super simple scene in OpenGL and DirectX. That was when I learned I didn't want to be in a career field that would have me using DirectX.

Would you mind explaining in more detail why you didn't like using DirectX? When I was reading up for some games if they would get an OpenGL version, I was reading more than once that OpenGL were a mess.

Re: Here be dragons: the same 3D scene implemented with 10 different 3D APIs

#39
A nice project, but I didn't find the license for the source code. As without one no-one can really legally use parts of it for anything that can become serious.

Of course it might be that I have missed it or it is hidden somewhere. I hope it really exists somewhere in the repository, but I didn't find it. I might be too tired to find it and someone else has better luck.

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