Why you should use OpenGL and not DirectX
blog.wolfire.com
Why you should use OpenGL and not DirectX
1–10 of 187 posts
Re: Why you should use OpenGL and not DirectX
#2 API use was shifted in favor of DirectX
by Microsoft's two-pronged DirectX
campaign around the launch of XBox
360 and Windows Vista, including the
spread of FUD (fear, uncertainty and doubt)
about the future of OpenGL, and wild
exaggeration of the merits of DirectX.
I thought it was because that, at the time, the OpenGL API was shit [1]. By the time of OpenGL 2.1, OpenGL was
running into a problem. It had a lot of
legacy cruft. The API wasn't easy to
use anymore. There were 5 ways to do
things, and no idea which was the fastest.
And really, the author of the blog post should have known this when the blog post was written... By David Rosen on January 8th, 2010
OpenGL 2.1 came out in 2006 [2].Re: Why you should use OpenGL and not DirectX
#3Re: Why you should use OpenGL and not DirectX
#4It feels like a lot and nothing has changed since that 3.9 year old blog post. On one had webGL, steamOS, Mac games, iOS games, and Android Games. On the other hand gaming PC is still a windows PC. What are your thoughts?
Re: Why you should use OpenGL and not DirectX
#5It feels like a lot and nothing has changed since that 3.9 year old blog post. On one had webGL, steamOS, Mac games, iOS games, and Android Games. On the other hand gaming PC is still a windows PC. What are your thoughts?
Re: Why you should use OpenGL and not DirectX
#6API use was shifted in favor of DirectX by Microsoft's two-pronged DirectX campaign around the launch of XBox 360 and Windows Vista, including the spread of FUD (fear, uncertainty and doubt) about the future of OpenGL, and wild exaggeration of the merits of DirectX. I thought it was because that, at the time, the OpenGL API was shit [1]. By the time of OpenGL 2.1, OpenGL was running into a problem. It had a lot of le…
Re: Why you should use OpenGL and not DirectX
#7Re: Why you should use OpenGL and not DirectX
#8Yes, OpenGL is a great API if one cares about portability and FOSS.
Reality, the game industry cares about their IP and getting games released no matter what technology stack is used.
Many AAA studios don't even develop for all platforms, rather target a main one, leaving the port to subcontractors.
Back in the golden days of the arcades, many subcontractors were not even given source code. There are plenty of subcontractor stories about having to play through games while taking pictures or recording on tape.
When you have development processes like this in place, the gaming API doesn't matter that much.
Re: Why you should use OpenGL and not DirectX
#9It feels like a lot and nothing has changed since that 3.9 year old blog post. On one had webGL, steamOS, Mac games, iOS games, and Android Games. On the other hand gaming PC is still a windows PC. What are your thoughts?
DirectX has a way better API which might be why. DirectX has been COM oriented, OOP design, for years. While OpenGL was handle-based, purely procedural.