Without Quake, OpenGL would have remained an extremely niche thing for professional CAD and modeling software. And Microsoft would have completely owned the 3D gaming API space.
Quake (and Quake 2, and Quake 3, and the many games that licensed those engines) really opened the floodgates in terms of mass market users demanding OpenGL capabilities (or at least a subset of them) from their hardware and drivers.
I'm not sure how to measure this in an objective way, but if the mass market of PC gamers didn't dwarf the professional CAD/modeling market by several orders of magnitude, I will print out my HN posting history and eat it.
TMS34010 (1986), Renderman Shading Language(1990), Cell (2005),...
Everybody else is this discussion is talking about the PC 3D API space. The place where OpenGL lives. It's right there in the title of the linked article.
Ctrl+F "PC" => zero results found.
OpenGL was most definitely PC-only[1] during those days[2]. So to anybody who understands the subject matter... it's extremely obvious we're talking about PC graphics APIs.
I am sorry you don't know the subject matter or the history, but that is a poor excuse for attempting to "correct" people who do. Very rude.
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[1] "PC" as in "personal computer", not "Windows PC". OpenGL has been supported on Windows, macOS, Linux, BSD, Solaris, etc.
[2] OpenGL basically is still PC-only, although since Linux supports it, it can run in a lot of places. PS3 and mobile devices had OpenGL ES, a different and more stripped down API)
https://web.archive.org/web/19970707113513/http://www.opengl...
Quake sure, but Doom? IIRC Doom is far more like Wolf3D's 2.5D/raycasting than the "true 3D" of Quake, it cpu rendered to a frame buffer with zero hardware acceleration. I find it hard to believe it made any lasting impact on any subsequent 3D rendering APIs.
> Speaking to bit-tech for a forthcoming Custom PC feature about the future of OpenGL in PC gaming, Carmack said 'I actually think that Direct3D is a rather better API today.' He also added that 'Microsoft had the courage to continue making significant incompatible changes to improve the API, while OpenGL has been held back by compatibility concerns. Direct3D handles multi-threading better, and newer versions manage state better.'
> It is really just inertia that keeps us on OpenGL at this point,' Carmack told us. He also explained that the developer has no plans to move over to Direct3D, despite its advantages.
From https://www.bit-tech.net/news/gaming/pc/carmack-directx-bett...
Honestly, it would've been better to leave OpenGL to the legacy CAD vendors and standardize on Direct3D roundabout 1997 or so.
> Honestly, it would've been better to leave OpenGL to the legacy CAD vendors and standardize on Direct3D roundabout 1997 or so.
If you remember what Microsoft was like in those days, the chances of D3D being standardized in a viable way on any platform but windows were about the same chances as an ice cube in hell stands.
Aside from PlayStation exclusives, nearly every AAA game in the past 20+ years has targeted Direct3D and HLSL first. Any other backend is a port.