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Re:Introducing Vulkan-Hpp – Open-Source Vulkan C++ API by dmytroi on Saturday July 23, 2016 @05:12PM (#12151022)
Well, considering game industry experience with OpenGL on Windows (which is in short - it doesn't work on production scale) as a game developer I, unfortunately, really doubt that it will gain any traction on Windows based platforms.
Re:Introducing Vulkan-Hpp – Open-Source Vulkan C++ API by Sknowman on Saturday July 23, 2016 @07:32PM (#12151493)
Except every id game is OpenGL, many of the first 3D Blizzard games, and the original source engine, all had OpenGL support.
Re:Introducing Vulkan-Hpp – Open-Source Vulkan C++ API by izym on Saturday July 23, 2016 @05:49PM (#12151128)
How doesn't it work and how does that transfer to Vulkan?
Re:Introducing Vulkan-Hpp – Open-Source Vulkan C++ API by BinaryIdiot on Sunday July 24, 2016 @12:24AM (#12152206)
To be fair I've seen many game developers complain about the version of OpenGL that is included in Windows. Perhaps this had changed but I used to work with a few folks that did game developer on the side and it seemed to be a constant headache.

Though I'm sure there are ways around it, etc. I'm not very knowledgable on the subject but I'd certainly love to know more :)