So if you have rolled your own DirectX-only engine this is awesome of course, but do people really do that?
So if you have rolled your own DirectX-only engine this is awesome of course, but do people really do that?
That's completely wrong. PS3 never used OpenGL and PS4 doesn't do either.
Unreal while having somewhat working Mac port is usually ported via Cedega and not the Mac version which is largely unmaintained. The Linux port of Unreal was never merged back either. Presently there is no reasonable OpenGL renderer. CryEngine also does not use OpenGL.
It sort of does. PS3 uses OpenGL ES 1.0 with extensions and then there is a separate graphics library, LibGCM, that is lower level.
Details here (although this use says it doesn't use OpenGL and then says that its API is based on OpenGL + extensions, so it is a bit confusing):
http://scalibq.wordpress.com/2010/05/15/sony%E2%80%99s-plays...
EDIT: HEre is a PS3 developer saying that PS3 is OpenGL ES:
http://www.khronos.org/assets/uploads/developers/library/sig...
Very true. The performance impact of both Direct3D and OpenGL is actually huge, so it is best to avoid it when you can using lower level interfaces that speak directly to the GPU.
You are right that CryEngine doesn't use OpenGL it seems, but at least they are pretty close with PSGL and they also seem to be working on Linux support.
Not much that code is portable across the respective OpenGL flavors.
http://venturebeat.com/2014/03/11/steamos-gets-a-powerful-ne...
http://scalibq.wordpress.com/2010/05/15/sony%E2%80%99s-plays...
i'm pretty sure it would have worked at some point because the docs indicated that it had. however - writing a gl like layer over the top of the rsx stuff is not a particular challenge - the functionality maps extremely well.
Never understood how it got born.
For a long time, console game development was obscure and unaccessible (and to a large extent, this is still the case), so aspiring game developers had somewhat of a tunnel vision when it came to game platforms.
Except Acorn, Atari, Amiga, Mac OS (<= 9) never had real OpenGL support as well.
MS-DOS was a Microsoft platform, but not DOS itself:
> http://en.wikipedia.org/wiki/DR-DOS
Also Glide was not a Microsoft API.
DR-DOS actually came with the first PC I bought and it was for all effects a MS-DOS clone, hence a DOS clone, like PC-DOS from IBM and a few others on those days.
Under this argumentation GNU/Linux or even OS X is a UNIX clone and both should be abbreviated to UNIX (or UN*X to avoid trademark violations ;-) ). Indeed both originate from UNIX clones - but then new features were added that made them better than the original in a sense. The same happened to DR-DOS. Read DR-DOS' wikipedia article to read about features that DR-DOS added over Microsoft's original.
I use computers since the early 80's.
Happy times. The music in Screamer 1 was better though, more noodly guitar music in the style of Satriani.
I think a lot of games featured in Humble Bundles used to be that way. A lot of games used to be (and some still are) initially only released on Windows with Mac/Linux ports released later.
I always wrote them so that all DirectX and Windows specific code was abstracted behind platform-agnostic generic interfaces. So, in theory, OpenGL support would be as simple as coding an OpenGL implementation of my generic graphics API. Probably a day or two's work, but I haven't had a compelling reason to do the OpenGL implementation yet.