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My point is GL versions do not delineate features nor performance enhancements past a certain point, they delineate periods of programmer happiness. The commands that end up on the GPU are the exact same regardless but the developer experience is highly variable. So in 3.3-4.1 land, you get to do the exact same things you’d do in 4.3 land, but in more tedious ways programmatically, because the drivers and implementations decide how elegant you are able to make your code and abstractions. Not on macs, not on old cards, not on web, not on mobile.
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But good luck finding support for 4.1+ anywhere. OpenGL 2-3 had a nice way of doing things, 3.3-4.1 is a weird and inconsistent API, and 4.3+ is nice again. OpenGL is in such an odd state that the actual graphics hardware hasn’t changed significantly in a decade or more, but the API certainly has grown to be more elegant. This has been kicking my ass lately as I am trying to build a generic GL abstraction over the past year or so. Just remember that the next recession starts right when you finish your software project, so embrace that idea and build it anyway.
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There's arguably more opportunity to earn a living making software now than ever before. But, I also feel that the world is waking up out of whatever this malaise we've been in is. The glorification of ignorance has passed the point of believability.Īnd yes, I'm a bit saddened that I spent the most productive programming years of my life chasing a dream that didn't pan out. Now we have the perception that stuff like Electron is somehow bad, which is like saying that higher education or any other quest for a better future is bad. Which also undermined web development because vendors stopped solving actual problems in the browser and passed the buck to frameworks. I truly feel that software development lost its magic around the time that iOS and Android forced everyone to use Objective-C and Java. If I ever make another game, it will target Steam and whatever Unity or the engine of choice cross-compiles to, maybe Oculus and a few others.Īlso mobile ended up being a disaster on multiple fronts. Personally, I don't endorse any vendor lock-in.
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And it's not just us - the vast majority of the apps and games on my hard drive no longer run. The biggest thing is that Apple loves deprecation, so we found ourselves having to rewrite everything every 3 years or so, meaning it was all engine work and very little actual storytelling/art/plot/whatever. My partner and I tried for 20 years starting around 1992-ish and released several games that all ended up being basically failures.
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