▲ | diabllicseagull 6 days ago | ||||||||||||||||||||||||||||||||||||||||||||||||||||
same here. I'm always hesitant to build anything commercial over abstractions, adapter or translation layers that may or may not have sufficient support in the future. sadly in 2025, we are still in desparate need for an open standard that's supported by all vendors and that allows programming for the full feature set of current gpu hardware. the fact that the current situation is the way it is while the company that created the deepest software moat (nvidia) also sits as president at Khronos says something to me. | |||||||||||||||||||||||||||||||||||||||||||||||||||||
▲ | pjmlp 6 days ago | parent [-] | ||||||||||||||||||||||||||||||||||||||||||||||||||||
Khronos APIs are the C++ of graphics programming, there is a reason why professional game studios never do political wars on APIs. Decades of exerience building cross platform game engines since the days of raw assembly programming across heterogeneous computer architectures. What matters are game design and IP, that they eventually can turn into physical assets like toys, movies, collection assets. Hardware abstraction layers are done once per platform, can even leave an intern do it, at least the initial hello triangle. As for who seats as president at Khronos, so are elections on committee driven standards bodies. | |||||||||||||||||||||||||||||||||||||||||||||||||||||
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