https://en.wikipedia.org/wiki/Glitch_(video_game)
That core team therefore had a lot of frontend web dev experience. It made sense that they'd stick to their strengths
Can you see how maybe other people might have valid concerns about the effects of a product, and ask for more rigor in the company's processes?
That's perhaps the most tortured analogy I've ever heard. I can't even begin to fathom how you think that's comparable or relevant.
Sounds like it got my point across. You just don’t like the point.
Slack is successful because of marketing, not technical superiority.
I worked at a small company that used Google Talk for office chat, and us developers complained because it was difficult to have a group conversation with. We started using Discord (we were familiar with it and liked the dark theme) and it caught on and we were quite productive with it. Our business types saw it and decided to "formalize" it, so they picked Slack and rolled it out company wide. Most people actually preferred Discord, but the business types preferred Slack (probably mostly because of marketing), and now we're all using Slack.
Now, Slack also didn't royally screw up as it scaled up (outages were rare and transparently reported), which is a credit to the developers and PR people. That being said, just because something is successful doesn't mean it's good; it could be, but that's tangential to the topic at hand.
OpenGL is dying. It's already deprecated on MacOS.
https://appleinsider.com/articles/18/06/04/opengl-opencl-dep...
OpenGL effectively should die... but it's not going to be in favor of raw Metal/Vulkan, except in rare cases. Most people already use engines that abstract most of that away, and Metal/Vulkan are in basically every way better for those engines.
There's no conspiracy or anything going on here, and you're right it's wrong to assume. That's the general sentiment of what I was trying to say though.
People seem to forget that C++ and opengl is cross-platform. And there are projects far bigger than slack, like ffmpeg and OpenCV that have existed for decades, always had very fast development cycles, with only a subset of the funding and money that Slack has, and stayed native and close to the metal forever.
A better answer would be, that Slack has deemed the benefits that would result from this as not that important. Or that the current team's expertise cannot handle the task. But they always looking into ways of improving the core product and experience.