Direct3D to OpenGL abstraction layer
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Direct3D to OpenGL abstraction layer
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Re: Direct3D to OpenGL abstraction layer
#2i mean, there are more open source games that use OpenGL than DirectX, and are already cross platform as a result. similarly, i would imagine if a AAA game studio wanted to do such a thing, they would roll their own (or just use GL in the first place).
perhaps i'm being too cynical (but this is hacker news..)
Re: Direct3D to OpenGL abstraction layer
#3kind of preaching to the choir, no? i mean, there are more open source games that use OpenGL than DirectX, and are already cross platform as a result. similarly, i would imagine if a AAA game studio wanted to do such a thing, they would roll their own (or just use GL in the first place). perhaps i'm being too cynical (but this is hacker news..)
Re: Direct3D to OpenGL abstraction layer
#4kind of preaching to the choir, no? i mean, there are more open source games that use OpenGL than DirectX, and are already cross platform as a result. similarly, i would imagine if a AAA game studio wanted to do such a thing, they would roll their own (or just use GL in the first place). perhaps i'm being too cynical (but this is hacker news..)
why would they roll their own if there's a battle-tested steam-os-compatible library with a BSD(-ish) license?
In fact, it's MIT: http://opensource.org/licenses/MIT
Re: Direct3D to OpenGL abstraction layer
#5Re: Direct3D to OpenGL abstraction layer
#6Re: Direct3D to OpenGL abstraction layer
#7This is huge, really huge for anyone who write DirectX games and want to make them run on OSX/Linux. This is basically what a part of Wine do, am I wrong?
But yeah, this is awesome. As a side note, developers who want to make games run on OSX and Linux should just stop targeting DirectX. This is good for already-existing games and port them over, but in 2014 if you're still writing games in DirectX, you're most likely doing it wrong.
Re: Direct3D to OpenGL abstraction layer
#8This is huge, really huge for anyone who write DirectX games and want to make them run on OSX/Linux. This is basically what a part of Wine do, am I wrong?
Wine is a bit different, I'm not 100% sure but it's more like a reimplementation of native calls than anything. But yeah, this is awesome. As a side note, developers who want to make games run on OSX and Linux should just stop targeting DirectX. This is good for already-existing games and port them over, but in 2014 if you're still writing games in DirectX, you're most likely doing it wrong.
It is better if the game does GL directly, which is why something the game can link in works better.
Re: Direct3D to OpenGL abstraction layer
#9This is huge, really huge for anyone who write DirectX games and want to make them run on OSX/Linux. This is basically what a part of Wine do, am I wrong?
Wine is a bit different, I'm not 100% sure but it's more like a reimplementation of native calls than anything. But yeah, this is awesome. As a side note, developers who want to make games run on OSX and Linux should just stop targeting DirectX. This is good for already-existing games and port them over, but in 2014 if you're still writing games in DirectX, you're most likely doing it wrong.
But this lib is for those countless DX9 games already in existence. Valve is making SteamOS ports as easy as possible.
Re: Direct3D to OpenGL abstraction layer
#10This is huge, really huge for anyone who write DirectX games and want to make them run on OSX/Linux. This is basically what a part of Wine do, am I wrong?
Wine is a bit different, I'm not 100% sure but it's more like a reimplementation of native calls than anything. But yeah, this is awesome. As a side note, developers who want to make games run on OSX and Linux should just stop targeting DirectX. This is good for already-existing games and port them over, but in 2014 if you're still writing games in DirectX, you're most likely doing it wrong.
No, you are not. There is no wrong and right, it's just a stupid statement. OpenGL is years behind D3D (not DirectX, it's not comparable!) in many areas, and writing using the whole DX stack can be much nicer than setting up a GL stack with a lot of different libraries.