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Re:Why you should use OpenGL and not DirectX by MaulingMonkey on Thursday December 05, 2013 @02:50AM (#6853156)
Not really 'legacy' per se either... good luck running OpenGL on Microsoft's consoles or as a ModernUI application! DirectX being a broader and, in my opinion, better designed API certainly doesn't hurt it's adoption either.
Re:Why you should use OpenGL and not DirectX by shiven on Thursday December 05, 2013 @06:17AM (#6853820)
What about OSX? Does DirectX work (at all/well) on it? Linux? How feasible is it to program with DirectX on any non-MS platform?

Edit: I guess the point I'm making is, OpenGL runs on non-MS as well as MS platforms (perfectly/badly is another question), but DirectX is locked to Microsoft only. That is what makes it of little to no value for people like me who need to care about cross-platform products and support.

Re:Why you should use OpenGL and not DirectX by computerslol on Thursday December 05, 2013 @10:36AM (#6854874)
A Microsoft OS still runs on over 90% of the desktop market.
Re:Why you should use OpenGL and not DirectX by runjake on Thursday December 05, 2013 @11:32AM (#6855235)
I wonder what the percentage is when you figure the entire "computer" gaming market (eg. consoles, tablets, and phones). I suspect Microsoft's dominance on gaming is (and will become even more) weaker than we believe.

OpenGL seems like a no-brainer for future survival as MSFT platform dominance exhibits entropy.

Re:Why you should use OpenGL and not DirectX by runevault on Thursday December 05, 2013 @11:52AM (#6855404)
Is PS3/PS4 development OGL or a proprietary API? Because if it is OGL then yes that makes said API far more useful for sheer amount of access to hardware.
Re:Why you should use OpenGL and not DirectX by LukeShu on Thursday December 05, 2013 @12:28PM (#6855685)
The PS4 uses OpenGL (4.4?).

The PS3 used a proprietary API based on OpenGL 1.0.

Re:Why you should use OpenGL and not DirectX by runevault on Thursday December 05, 2013 @12:51PM (#6855847)
So yeah, OGL grows more useful as the PS4 grows its user base. Thanks for the info
Re:Why you should use OpenGL and not DirectX by pjmlp on Friday December 06, 2013 @03:05AM (#6860007)
False info. PS4 uses a proprietary API called GNM

http://www.eurogamer.net/articles/digitalfoundry-how-the-cre...

Re:Why you should use OpenGL and not DirectX by eropple on Thursday December 05, 2013 @09:24PM (#6858983)
The PS4 supports OpenGL, but my understanding is that most non-indie games use libgcm.
Re:Why you should use OpenGL and not DirectX by afreak on Thursday December 05, 2013 @11:34AM (#6855249)
Right now, yes. However we do know that this has been changing quite rapidly in the past years so why fall back on the use of this argument?
Re:Why you should use OpenGL and not DirectX by sliverstorm on Thursday December 05, 2013 @04:26PM (#6857380)
How about because it's still valid?

What game developer say to themselves,

It looks like in 10 years, Linux and OSX adoption will _probably_ approach 50% market share. Therefore, the best choice for my new game, which will be released in 3-4 years, is to choose OpenGL

I'm not a game developer, but I would bet they are interested in where the market will be in the medium term, and there is no indication Linux/OS X will suddenly dominate within that timeframe.

Re:Why you should use OpenGL and not DirectX by aaronbrethorst on Thursday December 05, 2013 @01:53PM (#6856311)

    On traditional PCs and Macs, Microsoft
    still owns an overwhelming market share,
    with 91.8 percent of all traffic coming
    from Windows-based machines. Among non-
    Microsoft operating systems, both OS X
    and Linux have stalled since October
    2011, hovering around 6.9 percent and
    1.2 percent, respectively.
http://www.zdnet.com/latest-os-share-data-shows-windows-stil...
Re:Why you should use OpenGL and not DirectX by ekianjo on Thursday December 05, 2013 @08:54PM (#6858880)
Market share if one thing, but we are looking at a segment of gamers which may be split differently. Who says there isn't a larger proportion of Linux gamers in that segment, for example? If Humble Bundle is any indication, it looks like the Mac gamers segment and the Linux gamer segment is actually pretty close in size.
Re:Why you should use OpenGL and not DirectX by MaulingMonkey on Thursday December 05, 2013 @12:43PM (#6855789)
> as well as MS platforms (perfectly/badly is another question)

Not all of them unless you count using an OpenGL-to-DirectX wrapper library. "Cross platform" sometimes means writing all the platform specific code yourself.

Re:Why you should use OpenGL and not DirectX by runjake on Thursday December 05, 2013 @11:30AM (#6855219)
These questions are the entire point of the article.
Re:Why you should use OpenGL and not DirectX by shadowmint on Thursday December 05, 2013 @06:53AM (#6853939)
Yeah, don't worry about those mobile devices.

We've got plenty of directx support for those too. What are they again? Surface? Windows phone? I think I know one guy who has one.

Re:Why you should use OpenGL and not DirectX by theg2 on Thursday December 05, 2013 @01:02PM (#6855911)
Not an Apple or Google product? Gotta be awful! Love how people treat competition as something awful when it doesn't follow their own brand loyalty.

Edit: It looks like the authors snark isn't as obvious to others as it was to me. I'm all for cross platform development and doing whatever makes sense your company/brand in terms of development, all my side projects use tools that make them as portable as possible.

Re:Why you should use OpenGL and not DirectX by smspence on Thursday December 05, 2013 @01:36PM (#6856183)
He didn't say anything about the quality of Windows RT / Windows Phone products. Sounds like he was just implying that they have a relatively small installed base compared to iOS / Android products. That's pretty hard to argue with.

But... this is not very important anyway. There's no reason to have a "brand loyalty" flame war. Arguing and flaming about this on the internet is not productive. Let's just have a practical discussion about how to target multiple mobile platforms.

If I was serious about writing a cross-platform mobile game, I would use some middle-ware like Unity, Unreal Engine, Cocos (yes there is a version for Windows Phone), etc. This takes care of the underlying differences between OpenGL ES and Direct 3D, so the developer can focus on the game itself and not worry too much about the rendering engine or graphics API.

If I was writing some other app that used OpenGL ES, I could still make a port for Windows Phone / Windows RT by using a wrapper for the graphics-specific code. Such wrappers already exist, and it is not too terribly difficult to roll your own if you prefer.

A lot of times, when you see a big game that is available on iOS, Android, AND Windows Phone / RT, usually they have done this:

- Use middle-ware as discussed above already

AND / OR:

- Write the majority of the logic in C++ (all of these platforms have ways of utilizing C++ code), and use a graphics wrapper that isolates the rendering code, so you can work with OpenGL ES or Direct 3D interchangeably.

Re:Why you should use OpenGL and not DirectX by danudey on Thursday December 05, 2013 @01:12PM (#6855979)
No one was making a qualitative judgement against Windows Phones, just a quantitative comment about install base.
Re:Why you should use OpenGL and not DirectX by kkangaroo on Thursday December 05, 2013 @03:45PM (#6857094)
Agreed, someone applying similar snark in a OS X or Linux story would be quickly downvoted.
Re:Why you should use OpenGL and not DirectX by MaulingMonkey on Thursday December 05, 2013 @12:40PM (#6855767)
This isn't to say you won't possibly need more than just DirectX. But this is to say you quite possibly need at least DirectX.
Re:Why you should use OpenGL and not DirectX by yetanotherphd on Thursday December 05, 2013 @11:54PM (#6859462)
I suspect there isn't a huge intersection between phone/tablet developers and desktop/console developers. I haven't played a game in a while, but it seems like the two markets are still very different.
Re:Why you should use OpenGL and not DirectX by gtirloni on Thursday December 05, 2013 @11:26AM (#6855200)
One is usually enough for a guy.
Re:Why you should use OpenGL and not DirectX by computerslol on Thursday December 05, 2013 @10:34AM (#6854859)
I have one of each.