Someone that would actually loose this source of income if you had what you wish for, thus be forced to search for other kind of consulting services in the games industry.
Again, not understanding the industry works, plain demagogy.
When a games developer sees a 3D API manual for the first time, their first thought is "What cool games can I achieve with it?" not "Is it portable?".
He can find what to do, working in engine development directly.
So far you were engaging in demagoguery about how trivial porting is and justification of lock-in, even when facts to the contrary were shown to you directly. I see no point in taking your word on it, against those who are actually known to be working in this field.
> When a games developer sees a 3D API manual for the first time, their first thought is "What cool games can I achieve with it?"
Until their publisher or shareholder knocks on their heads and stops their cross platform releases because of costs of using more APIs. Goal (of lock-in supporters) achieved.
I trust more the experience of those who actually work on games porting, and explain relevant difficulties they encounter. And no one says it's trivial. On the contrary, they say that rendering is the hardest part, and the most costly one to port. So it's very clear, that lock-in proponents who are against cross platform gaming (MS and Co) are benefiting from this hurdle and strengthen it by pushing their APIs.
See: https://boilingsteam.com/icculus-ryan-gordon-tells-us-everyt...