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Hazardx

Graphics API

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Each console has its own API to use, you're basically stuck with what Microsoft/Sony/Nintendo give you. Only on PC do you have a choice. The two main API's used comercially are OpenGL and DirectX, not sure at the moment which is being favoured (we are currently using DirectX for our PC games).

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PC games use primarily Direct3D, with OpenGL thrown in occasionally. Console games use whatever is mandated by the console. This is a modified Direct3D in the case of the Xbox and the Xbox 360. The PS2/PS3, Wii, Gamecube, etc all use custom APIs.

Some of the consoles support mainstream APIs -- the Dreamcast could handle Direct3D (6?) and the PS3 can handle a modified OpenGL. However, nobody doing serious work on those consoles uses those APIs, but instead uses the console's native API.

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Yeah what everyone else said. I've done both OpenGL and DirectX programming. Personally I like OpenGL, Microsoft screwed me around one time and changed their API between one version of Direct 9 and the other, and didn't even document it ! That's 2 huge no noes: Changing the API between minor revisions, and not documenting changes. OpenAL's API is also tends to be more static, it doesn't change as much as DirectX.


Rather than using a Graphics API you could also consider using something like SDL that gives you graphics, plus sound, plus input, and tends to be easier to use than the raw Graphics API; although the API's give you more power... but that's usually not that important when you are first starting out.

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Quote:
Original post by godsenddeath
didn't i hear that PS3 uses openGL ES?
It supports a modified OpenGL|ES calles PSGL. Nobody doing serious PS3 development uses it.

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