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#ActualTiagoCosta

Posted 21 July 2013 - 05:25 PM

Why is Direct3D preferred by the large companies? (Dice, CryTek, Epic Games...)

 
I'm not sure because I don't work in a large company, but I'll guess that's the API they used in their previous projects and since it works and OpenGL won't give any big advantage why bother switching to OpenGL?
 
Also I'm guessing that the XBox 360 Direct3D version is more similar to Windows Direct3D than OpenGL is to PS3 OpenGL-based LibGCM.
 
Or it might just come down to preference...
 
 

Should I port my engine to OpenGL. (I have no thoughts of making my engine cross-platform)

 
Unless you want to learn OpenGL or a new version is released with awesome features that Direct3D doesn't support why waste time that could be used to add a cool new feature to your engine?
 

Should I even worry about this? unsure.png

 
No. If you know Direct3D learning OpenGL is really easy.
It's mostly functions with different names that do the same thing. They both use shaders, vertex/index buffers, render targets, etc. The differences are small and it's easy to google the answers.
 
I would say its like learning Java when you know C#, it mostly works the same way.
 

How does the future look for DX and OpenGL?

 
As you can see from the new versions of Direct3D (11.1 and 11.2) the changes are mostly small improvements, nothing revolutionary is being released, and the same goes for OpenGL.
I'm pretty sure we won't see a completely redesigned API update like Direct3D 9 to 10 anytime soon.
 

What API does PS3 use?

 
A modified version of OpenGL (more specifically OpenGL ES if I'm not mistaken) called LibGCM, but I never used it. I'll let someone else give more info.
 

Is it normal to dream about API Wars? wacko.png

 
You might be wasting more time thinking about it than you should xD
 

 

And then another one where James Camarack admitted that...

roflmao hahahahahahaha That one is saved for posterity.

 


Its a crossover of James Cameron and John Carmack happy.png


#2TiagoCosta

Posted 21 July 2013 - 05:19 PM

Why is Direct3D preferred by the large companies? (Dice, CryTek, Epic Games...)

 

I'm not sure because I don't work in a large company, but I'll guess that's the API they used in their previous projects and since it works and OpenGL won't give any big advantage why bother switching to OpenGL?

 

Also I'm guessing that the XBox 360 Direct3D version is more similar to Windows Direct3D than OpenGL is to PS3 OpenGL-based LibGCM.

 

Or it might just come down to preference...

 


Should I port my engine to OpenGL. (I have no thoughts of making my engine cross-platform)

 

Unless you want to learn OpenGL or a new version is released with awesome features that Direct3D doesn't support why waste time that could be used to add a cool new feature to your engine?


Should I even worry about this? unsure.png

 

No. If you know Direct3D learning OpenGL is really easy.

It's mostly functions with different names that do the same thing. They both use shaders, vertex/index buffers, render targets, etc. The differences are small and it's easy to google the answers.

 

I would say its like learning Java when you know C#, it mostly works the same way.


How does the future look for DX and OpenGL?

 

As you can see from the new versions of Direct3D (11.1 and 11.2) the changes are mostly small improvements, nothing revolutionary is being released, and the same goes for OpenGL.

I'm pretty sure we won't see a completely redesigned API update like DIrect3D 9 to 10 anytime soon.

 

What API does PS3 use?

 

A modified version of OpenGL (more specifically OpenGL ES if I'm not mistaken) called LibGCM, but I never used it. I'll let someone else give more info.


Is it normal to dream about API Wars? wacko.png

 

You might be wasting more time thinking about it than you should xD


#1TiagoCosta

Posted 21 July 2013 - 05:17 PM

Why is Direct3D preferred by the large companies? (Dice, CryTek, Epic Games...)

 

I'm not sure because I don't work in a large company, but I'll guess that's the API they used in their previous projects and since it works and OpenGL won't give any big advantage why bother switching to OpenGL?

 

Also I'm guessing that the XBox 360 Direct3D version is more similar to Windows Direct3D than OpenGL is to PS3 OpenGL-based LibGCM.

 

Or it might just come down to preference...

 


Should I port my engine to OpenGL. (I have no thoughts of making my engine cross-platform)

 

Unless you want to learn OpenGL or a new version is released with awesome features that Direct3D doesn't support why waste time that could be used to add a cool new feature to your engine?


Should I even worry about this? unsure.png

 

No. If you know Direct3D learning OpenGL is really easy.

It's mostly functions with different names that do the same thing. They both use shaders, vertex/index buffers, render targets, etc. The differences are small and it's easy to google the answers.

 

I would say its like learning Java when you know C#, it mostly works the same way.


How does the future look for DX and OpenGL?

 

As you can see from the new versions of Direct3D (11.1 and 11.2) the changes are mostly small improvements, nothing revolutionary is being released, and the same goes for OpenGL.

I'm pretty sure we won't see a completely redesigned API update like DIrect3D 9 to 10 anytime soon.

 

What API does PS3 use?

 

A modified version of OpenGL (more specifically OpenGL ES if I'm not mistaken) called LibGCM, but I never used it. I'll let someone else give more info.


Is it normal to dream about API Wars? wacko.png


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