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Re:Apple introduces macOS Mojave by ryandrake on Monday June 04, 2018 @04:18PM (#17231959)
I guess we will be saying our last goodbye to “write once, run on all major platforms” graphics code. Does this mean that the only choices now are 1. Fork your graphics code into two separate implementations or 2. Go up the stack and use a cross-platform “game” engine like Unity? I suppose 3. Stop supporting macOS is another (sad) option.
Re:Apple introduces macOS Mojave by moosingin3space on Monday June 04, 2018 @05:35PM (#17232763)
If you're programming in Rust, you can just use `gfx-rs`'s HAL[1]. This is designed to be a Vulkan-like API that works on top of Vulkan, Metal, D3D12, or OpenGL.

If you aren't in Rust, just use Vulkan. There are high-performance wrappers for it in various stages of development, such as MoltenVK[2] for macOS and iOS, and VulkanOnD3D12[3] for UWP. Non-UWP Windows, Linux, and Android should support Vulkan natively through their GPU drivers.

[1]: https://github.com/gfx-rs/gfx

[2]: https://github.com/KhronosGroup/MoltenVK

[3]: https://github.com/Chabloom/VulkanOnD3D12

Re:Apple introduces macOS Mojave by pjmlp on Monday June 04, 2018 @05:17PM (#17232558)
> “write once, run on all major platforms” graphics code.

This was never true for game consoles, regardless of urban myths regarding OpenGL support.

Re:Apple introduces macOS Mojave by ryandrake on Monday June 04, 2018 @05:28PM (#17232689)
Fine. All major desktop, laptop, and mobile platforms not including game consoles. Still, more portable than any other existing alternative.