I just don't see personally sense to focus on it longer than just 1mo of intro, tutorial, get through simple example, show limitations, carry on to Vulkan/WGPU with background story that there is also DX12 and Metal that follow similar principles.
[–] swiftcoder 2 days ago
[–] pjmlp 2 days ago
Ah, and DirectX on XBox is not the same as on Windows.
[–] mananaysiempre 2 days ago
[–] pjmlp 2 days ago
[–] swiftcoder 2 days ago
[–] pjmlp 2 days ago
[–] swiftcoder 2 days ago
[–] hollowonepl 2 days ago
so Metal yes, if somebody wants to be Apple focused. but in the academic world I don't believe that's the case either...
[–] pjmlp 2 days ago
Only the FOSS community is so hard focused on Khronos APIs.
[–] swyter 2 days ago
I've shipped a desktop OpenGL 3.3+ game sharing the same graphics code on Windows, Linux, macOS and Nintendo Switch. For example, worked just fine.
No translation layer overhead.
[–] pjmlp 2 days ago
A lucky scenario where you have not faced drivers issues, or extensions, that required multiple code paths.
[–] swyter 2 days ago
Wondering if a ton of people are just repeating things they heard around instead of trying it themselves. Because OpenGL + SDL in 2026 is not 2011 OpenGL, and seems to work portably across the NVIDIA, AMD, Intel, Mesa, Apple drivers and more vendors I've tried first-hand.
[–] flohofwoe 2 days ago
> Of all of these, only Metal has a reasonable on-ramp for newcomers to 3D graphics.
...unless you start with Metal 4, which is bringing in a lot of Vulkan/D3D12 concepts (for better or worse, it's definitely not great for 'convenience' but may help with porting Vulkan or D3D12 code over).
Except that's a minefield all of its own. DirectX 12 is its own special beast that is unlike the others. Vulkan is already mired in 3 revisions of architecture changes. WGPU is based on the (outdated) first cut of Vulkan, not the current model. Of all of these, only Metal has a reasonable on-ramp for newcomers to 3D graphics.