Magnum [0] is a favorite of mine for creating portable OpenGL C++ applications. It also has support for compiling to WebAssembly [1] and using WebGL2.
Magnum [0] is a favorite of mine for creating portable OpenGL C++ applications. It also has support for compiling to WebAssembly [1] and using WebGL2.
https://www.anandtech.com/show/12894/apple-deprecates-opengl...
It worked pretty OK-ish in my project running OpenGL game on Windows Phone 8. I was using Microsoft's fork [2].
Another alternative is GLOVE [3], which is a software OpenGL on top of Vulkan.
Another interesting project is WebGPU [4] which targets to provide Vulkan-like APIs across various platforms in browsers.
As it's offshoot which is not quite related is GFX-rs, which became a cross-platform Rust library providing low level graphics API (HAL layer).
looking forward seeing ANGLE getting Metal backend, which been just a promise so far.
[1] https://github.com/google/angle
[2] https://github.com/Microsoft/angle
[3] https://think-silicon.com/products/software/glove/
Yeah, it'd be nice if macOS supported OpenGL 4.6 and even better if Apple wasn't braindead enough to deprecate OpenGL instead of fixing one of the worst implementations (and still the only that has the core/compatibility divide that makes matters even worse), but even with all that taken into account, OpenGL on macOS is still capable enough for almost every game bar the more high end ones.
Except Linux?
Dude, you made me think that I've missed the Linux release of the Fortnite!
Wouldn't the credit belong to Magnum rather that C++ plus OpenGL, given the tremendous amount of work that goes into making things seem portable to the end user of the library?
PSGL was largely ignored by everyone that matters in the game industry and eventually dropped.
https://sandstormgames.ca/2011/07/22/debug-playstation3/
"At one point, Sony was asking developers whether they would be interested in having PSGL conform to the OpenGL ES 2.0 specs (link here). This has unfortunately never happened however, as developers seem to have mostly preferred to go with libGCM as their main graphics API of choice on PS3. This has meant that the development environment has started becoming more libGCM-centric over the years with PSGL eventually becoming a second-class citizen – in fact, new features like 3D stereo mode is not even possible unless you are using libGCM directly."
Just like everyone raves around Switch having Vulkan support, when most studios are using Unreal, Unity and the main 3D API, NVN.
As rule of thumb, instead of believing what gets posted on FOSS friendly web sites regarding 3D APIs, GDC Vault, Making Games, IGDA, Connect, EDGE, Retro Gamer, and AAA studio dev blogs are a much better source of information.
Needs some optimisation done on that part. ;)