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Why you should use OpenGL and not DirectX

blog.wolfire.com

131–140 of 187 posts

Re: Why you should use OpenGL and not DirectX

#131
post #83

Earlier quoted context omitted.

There's no way they ever would have exposed DirectX to JavaScript. It's not really admitting defeat to implement a web platform feature that customers want when you have no alternative. They used to be pushing Silverlight as a way to do 3D rendering (which made sense, because it had the DirectX bindings from XNA and .NET is a superior platform for rendering code when compared with JavaScript) but now that Silverlight…

Exposing DirectX to JavaScript would be like allowing the browser to run VBScrpt code. They tried.

There was a time when Internet Explorer could run VBScript code... you said ...

What I think you mean is letting the browser run scripts in the Windows Scripting Host, which gives you unlimited access to the filesystem, etc.

Re: Why you should use OpenGL and not DirectX

#132
post #23

Portability etc notwithstanding and purely from an API point of view, there's no question that DirectX is superior to OpenGL. There are lots of examples, but the mere fact that you need _another_ 3rd party API such as GLEW even to be able to use OpenGL's latest features in the first place should speak volumes.

Pathetic Microsoft shill.

Re: Why you should use OpenGL and not DirectX

#134

Isn't mobile and the web the decider these days? Article is from 2010, but consider if you want to develop 3D on any of these platforms: iOS - OpenGL ES Android - OpenGL ES Mac - OpenGL Linux - OpenGL HTML5 - WebGL (based on OpenGL ES) - even in IE! Emerging platforms like Tizen, Firefox OS - OpenGL ES/WebGL DirectX is just for Windows and Windows Phone. Isn't it getting to the point where the bother of having to wri…

Yeah, if all you care about is candy crush and the random pay to win adventure game. No one is playing "real" games on tablets or phones, nor will they be anytime in the foreseeable future.

Re: Why you should use OpenGL and not DirectX

#135
post #124

Earlier quoted context omitted.

Yeah, don't worry about those mobile devices. We've got plenty of directx support for those too. What are they again? Surface? Windows phone? I think I know one guy who has one.

Not an Apple or Google product? Gotta be awful! Love how people treat competition as something awful when it doesn't follow their own brand loyalty. Edit: It looks like the authors snark isn't as obvious to others as it was to me. I'm all for cross platform development and doing whatever makes sense your company/brand in terms of development, all my side projects use tools that make them as portable as possible.

Agreed, someone applying similar snark in a OS X or Linux story would be quickly downvoted.

Re: Why you should use OpenGL and not DirectX

#136

Microsoft use to be on the OpenGL board (I believe in the 90s?). OpenGL was geared towards scientific development, and we know Bill Gates wanted PC to be gaming platform. OpenGL at the time wasn't good enough, nor were they willing to make the necessary changes to meet Microsoft's goals. DirectX was born out of necessity, not proprietary greed. Edit: Maybe its time to take another look at OpenGL - open is better than…

It does have tessellation support and a programmable pipeline.

Re: Why you should use OpenGL and not DirectX

#137
post #108

Earlier quoted context omitted.

A Microsoft OS still runs on over 90% of the desktop market.

Right now, yes. However we do know that this has been changing quite rapidly in the past years so why fall back on the use of this argument?

How about because it's still valid?

What game developer say to themselves,

It looks like in 10 years, Linux and OSX adoption will _probably_ approach 50% market share. Therefore, the best choice for my new game, which will be released in 3-4 years, is to choose OpenGL

I'm not a game developer, but I would bet they are interested in where the market will be in the medium term, and there is no indication Linux/OS X will suddenly dominate within that timeframe.

Re: Why you should use OpenGL and not DirectX

#139

Isn't mobile and the web the decider these days? Article is from 2010, but consider if you want to develop 3D on any of these platforms: iOS - OpenGL ES Android - OpenGL ES Mac - OpenGL Linux - OpenGL HTML5 - WebGL (based on OpenGL ES) - even in IE! Emerging platforms like Tizen, Firefox OS - OpenGL ES/WebGL DirectX is just for Windows and Windows Phone. Isn't it getting to the point where the bother of having to wri…

Yeah, if all you care about is candy crush and the random pay to win adventure game. No one is playing "real" games on tablets or phones, nor will they be anytime in the foreseeable future.

It might sound like a snide way to put it, but there is a clear dividing line;

OpenGL dominates casual platforms.

DirectX dominates "traditional gaming" platforms.

Re: Why you should use OpenGL and not DirectX

#140
post #20
post #8

Again that post. Spreading the lie that all game consoles support OpenGL. Yes, 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…

> Many AAA studios don't even develop for all platforms, rather target a main one, leaving the port to subcontractors. AAAs are one thing and are mostly based on engine technology that has been in development for years. For them D3D vs. OpenGL is a non-issue that was solved a decade ago. Or they stick to being Windows only. And they have the budget to port (or hire a subcontractor to port) one way or another. For ind…

For indies, on the other hand, the most money these days is coming from Android and iOS

I hope Android & iOS are not eating up all the revenue. Some of my favorite indie games fall under Microsoft Studios. Those obviously don't run on Android, and I hope the developers are getting the marketshare they deserve (IMO)

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