• Advertisement
Sign in to follow this  

Unity Learn OpenGL or DirectX ?

This topic is 2100 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts


I want to really start programming games but from the ground up (C++). So I don't want to use UE3 or Unity or Source Engine, etc.
I found a book on the basics of DirectX (a lot of 2d and a bit of 3d) and a book on the OpenGL (but with no code, only algorithms).
I would like to know which of the two I should learn, which of the two is more "useful". And what tutorial or book (up to date) I should read to learn.
I'm sure it is easy to find books up-to-date on DirectX but for OpenGL I really can't find something recent and that explains how to use OpenGL from the beginning (creating the project on visual studio etc.).

I hope you will be able to guide me.

Best regards,


Share this post

Link to post
Share on other sites
Ultimately you should learn both, and knowledge of one won't prevent you from learning the other. The API-level differences are a very small part of a bigger picture here.

As for which one first, go with the one that you can more easily find resources on and that feels most comfortable to you.

Share this post

Link to post
Share on other sites
DirectX and OpenGL both have it's pros and cons. If your not sure which one you should focus on then see what each one has to offer and compare that with what your trying to achieve.

Example: If, in the future, you want to develop multi-platform video games then you should focus on OpenGL.

However, before digging down that hole, you should expand your knowledge of C++ (If you haven't already).

Share this post

Link to post
Share on other sites
Meh, both are fine -- though I'm dyed in the wool Direct3D myself. The trouble is that although current OpenGL is passable, finding documentation and tutorials on current OpenGL is next to impossible. So instead you end up following shoddy old OpenGL tutorials that were a bad idea in 2002, and have to spend months undoing the damage piecewise. It doesn't help that the bad versions are waaay easier for beginners to code. D3D 11 is a bit trying as a newbie, but at least the correct path is drawn clearly.

Share this post

Link to post
Share on other sites
I'd recommend DirectX10 - 11. The DirectX API has been completely redesigned for the newer versions and I find its much simpler to understand as a result. There is a little more code required to render your first triangle but its mostly initialization code.

Share this post

Link to post
Share on other sites
I would go with DirectX. OpenGL has many driver bugs that vary between platforms and graphics card manufacturers, so even if advertised as a cross-platform graphics API, results will vary widely and it may not even run at all on some machines while working fine on others, both supporting the same OpenGL version.
It does have the advantage of OpenGL ES, which is necessary for iOS development and support there is much more standardized; if it works on one device it works on them all (“all” being devices of the same capabilities or better).

In the case of DirectX, what works on one really does work on all without any hassle. Since it uses classes it is easier to use (in general) and lets you think more intuitively about the interactions between objects.
While both API’s are complex and simple in their own ways, I consider that OpenGL just has more of those “little annoyances”. Little things that add up, such as trying to set the format for a texture. It takes 3 parameters instead of 1, and when starting out you may find yourself struggling to actually identify valid combinations of those 3, since many are not.

Documentation is the final nail. Since the community has been responsible for making tutorials and useful documentation for OpenGL, searching Google is a wildcard. You will find old, new, and deprecated ways of doing things and never be sure which tutorials you can trust, etc. Not the case with DirectX or OpenGL ES. OpenGL ES may succumb to this in the future but for now it is new enough and limited enough in device support that not much of it has become outdated/deprecated. DirectX comes with many samples of all levels and very thorough documentation.

Overall, it should be easier for someone to start with DirectX.

L. Spiro

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
  • Advertisement
  • Popular Tags

  • Advertisement
  • Popular Now

  • Similar Content

    • By 3dmodelerguy
      So I am building a turn based rogue-like (think CDDA). The game is going to have a very large map (up to 1000's x 1000's) however to alleviate most of that I obviously can't render everything so there will just be render a certain radius around the player and just load in and out data as the player moves.
      The next major system I am prototyping is making interactive tiles destructible and pretty much everything will be destructible besides basic landscape (cars, doors, windows, structures, etc. will be destructible)
      While I am only rendering a certain amount of tiles around the player, I want to keep the amount of colliders active at one time to be as small as possible for performance and currently the tilemap tool I use automatically merges colliders together.
      So instead of creating a separate colliders for each of these tiles and having the destructible behavior tied to that object (which my tilemap tool would allow me to do) I was thinking that I would store an array of all the X and Y locations for the interactive tilemap layer and let the tilemap manage the colliders. 
      Then when I hit a collider on the interactive tilemap layer, instead of of getting the behavior for how to deal with the destruction for that tile from that game object, I would pull it from the array I mentioned earlier based on the tile I attempt to interact with which I already have.
      Does this sound like a good approach? Any other recommendations would be welcomed.
    • By NDraskovic
      Hey guys,
      I have a really weird problem. I'm trying to get some data from a REST service. I'm using the following code:
      private void GetTheScores() { UnityWebRequest GetCommand = UnityWebRequest.Get(url); UnityWebRequestAsyncOperation operation = GetCommand.SendWebRequest(); if (!operation.webRequest.isNetworkError) { ResultsContainer rez = JsonUtility.FromJson<ResultsContainer>(operation.webRequest.downloadHandler.text); Debug.Log("Text: " + operation.webRequest.downloadHandler.text); } } The problem is that when I'm in Unity's editor, the request doesn't return anything (operation.webRequest.downloadHandler.text is empty, the Debug.Log command just prints "Text: "), but when I enter the debug mode and insert a breakpoint on that line, then it returns the text properly. Does anyone have an idea why is this happening?
      The real problem I'm trying to solve is that when I receive the text, I can't get the data from the JSON. The markup is really simple:
      [{"id":1,"name":"Player1"},{"id":2,"name":"Player2"}] and I have an object that should accept that data:
      [System.Serializable] public class ResultScript { public int id; public string name; } There is also a class that should accept the array of these objects (which the JSON is returning):
      [System.Serializable] public class ResultsContainer { public ResultScript[] results; } But when I run the code (in the debug mode, to get any result) I get an error: ArgumentException: JSON must represent an object type. I've googled it but none of the proposed solutions work for me.
      Also (regardless if I'm in the debug mode or not) when I try to do some string operations like removing or adding characters to the GET result, the functions return an empty string as a result
      Can you help me with any of these problems?
      Thank you
    • By nihitori
      The Emotional Music Vol. I pack focuses on beautiful and esoteric orchestral music, capable of creating truly emotive and intimate moods. It features detailed chamber strings, cello and piano as the main instruments, resulting in a subtle and elegant sound never before heard in video game royalty-free music assets.

      The pack includes 5 original tracks, as well as a total of 47 loops based on these tracks (long loops for simple use and short loops for custom / complex music layering).

      Unity Asset Store link: https://www.assetstore.unity3d.com/en/#!/content/107032
      Unreal Engine Marketplace link: https://www.unrealengine.com/marketplace/emotional-music-vol-i

      A 15 seconds preview of each main track is available on Soundcloud:
    • By RoKabium Games
      Another one of our new UI for #screenshotsaturday. This is the inventory screen for showing what animal fossils you have collected so far. #gamedev #indiedev #sama
    • By eldwin11929
      We're looking for programmers for our project.
      Our project is being made in Unity
      -Skills in Unity
      We're looking for programmers who can perform a variety of functions on our project.
      Project is a top-down hack-and-slash pvp dungeon-crawler like game. Game is entirely multiplayer based, using randomized dungeons, and a unique combat system with emphasis on gameplay.
      We have a GDD to work off of, and a Lead Programmer you would work under.
      Assignments may include:
      -Creating new scripts of varying degrees specific to the project (mostly server-side, but sometimes client-side)
      -Assembling already created monsters/characters with existing or non-existing code.
      -Creating VFX
      -Assembling already created environment models
      If interested, please contact: eldwin11929@yahoo.com
      This project is unpaid, but with royalties.
      Additional Project Info:
      Bassetune Reapers is a Player-verus-Player, competitive dungeon crawler. This basically takes on aspects of dungeon crawling, but with a more aggressive setting. Players will have the option to play as the "dungeon-crawlers" (called the 'Knights', or "Knight Class", in-game) or as the "dungeon" itself (literally called the 'Bosses', or "Boss Class", in-game). What this means is that players can choose to play as the people invading the dungeon, or as the dungeon-holders themselves.
      Key Features:
      -Intense, fast-paced combat
      -Multiple skills, weapons, and ways to play the game
      -Tons of different Bosses, Minibosses, creatures and traps to utilize throughout the dungeon
      -Multiple unique environments
      -Interesting, detailed lore behind both the game and world
      -Intricate RPG system
      -Ladder and ranking system
      -Lots of customization for both classes s of customization for both classes
  • Advertisement