Re:Vulkan is coming to macOS and iOS, but no thanks to Apple
by slavik81 on Wednesday February 28, 2018 @01:46AM
(#16481176)
There are enormous hoops to jump through to release a game on a console. Each console has its own list of certification requirements. Even ignoring the graphics API, it takes significant platform-specific development effort to port a new game engine from Playstation to Xbox.
On the other hand, when I develop OpenGL programs on Linux, it takes maybe a few hours to fix up the few compile errors I might encounter on OSX. Swapping out the graphics API would dwarf all the other porting work combined.
Seriously, all I want is to be able to write graphics programs using compute shaders and share them among my colleagues who use OSX, Linux and Windows. I don't want to write my programs three times. Is that really too much to ask?
On the other hand, when I develop OpenGL programs on Linux, it takes maybe a few hours to fix up the few compile errors I might encounter on OSX. Swapping out the graphics API would dwarf all the other porting work combined.
Seriously, all I want is to be able to write graphics programs using compute shaders and share them among my colleagues who use OSX, Linux and Windows. I don't want to write my programs three times. Is that really too much to ask?