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Re:Ask HN: Why did Apple deprecate OpenGL and OpenCL? by wmf on Sunday August 09, 2020 @09:39PM (#24104650)
The real question is why Metal instead of Vulkan.
Re:Ask HN: Why did Apple deprecate OpenGL and OpenCL? by jeanvalmarc on Sunday August 09, 2020 @10:38PM (#24104929)
Vulkan for better or worse seems super targeted at AAA gamedevs, here's a probably unfair 1189 line example of how to show a triangle: https://github.com/SaschaWillems/Vulkan/blob/master/examples...
Re:Ask HN: Why did Apple deprecate OpenGL and OpenCL? by dyingkneepad on Monday August 10, 2020 @12:54PM (#24111335)
AAA gamedevs (and even C- gamedevs) generally use gaming engines (Unity, Unreal, etc). They don't write direct Vulkan or GL. Practically only the Engine people need to care about Vulkan's complexity.

Besides, while the boilerplate for Hello Triangle is indeed very big, it makes a lot of stuff easier to express on top of it. GL may have a much smaller Hello Triangle, but you have a lot less control over it, way too much stuff happens under the hood. And regardless, if all you want is to animate a web page with fish on an aquarium you really should be using GL instead of Vulkan.

Re:Ask HN: Why did Apple deprecate OpenGL and OpenCL? by yen223 on Sunday August 09, 2020 @11:33PM (#24105233)
Isn't it just because Metal came before Vulkan?
Re:Ask HN: Why did Apple deprecate OpenGL and OpenCL? by jki275 on Sunday August 09, 2020 @09:41PM (#24104661)
I suspect that Apple has highly optimized Metal to support their own new processors.