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Re:Fuchsia OS Introduction by pjmlp on Tuesday March 26, 2019 @03:02PM (#19494981)
Game engine code, where testing for each extension and reacting accordingly leads to several if(){ } else { }, or a vendor agnostic interface layer, making the total development cost hardly much different than supporting multiple 3D API flavours.
Re:Fuchsia OS Introduction by monocasa on Tuesday March 26, 2019 @03:23PM (#19495171)
The other option is waiting until all of the vendors have the ability that the extension provides and it has made it's way into the standard.

That option hasn't been taken away from you. And unlike OpenGL, you can't unknowingly be relying on an extension since they're opt-in. So what's the problem again?

Re:Fuchsia OS Introduction by pjmlp on Tuesday March 26, 2019 @05:44PM (#19496317)
Nothing, just false advertising on complexity improvement over OpenGL.

Anyway, middleware has won the battle of 3D graphics, what goes on the bottom layer is largely irrelevant to most devs.

Re:Fuchsia OS Introduction by monocasa on Tuesday March 26, 2019 @06:51PM (#19496678)
It's not false advertising. Swapping the extension model to explicit opt-in is one of many pieces designed to help you manage complexity in a non trivial project for the reasons I've stated.
Re:Fuchsia OS Introduction by pjmlp on Wednesday March 27, 2019 @03:28AM (#19498729)
So far the amount of boilerplate to handle extension management and code paths in Vulkan samples shows otherwise.
Re:Fuchsia OS Introduction by monocasa on Wednesday March 27, 2019 @12:52PM (#19502910)
Or, if you care that much, you can not have any of that and just not enable any extensions. Easy peasy
Re:Fuchsia OS Introduction by pjmlp on Thursday March 28, 2019 @03:27AM (#19510058)
Or just use a middleware engine and profit from best 3D API provided by each platform owner, much better.