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Anonymous No. 966771

is opengl still relevant

Anonymous No. 966788

Barely
Stick to Vulkan/DX12/Metal. Use an abstraction layer like bgfx or WebGPU if you want

Anonymous No. 966794

It's going to be still relevant for a while because there's a lot of legacy.

>Use an abstraction layer
Absolutely. I'm using https://www.raylib.com/
But in a sense any game engine acts an abstraction layer. Given how fast hardware is changing these days, you should leave low level APIs alone. Just pretend they don't exist.

Anonymous No. 966817

>>966794
>Given how fast hardware is changing these days, you should leave low level APIs alone
Someone has to know how to use them. If you're genuinely interested in the speed and size advantages you can get from having full control (at a high buy-in cost), you should feel free to use a low level API. Especially if you're just programming for 2D. Once you're comfortable with your API's core concepts and creating custom-fit abstractions on top of it, essential complexity outweighs any extra typing.
For example, creating a high-performance vegetation system isn't about whether your abstraction layer comes with a task graph or has a nice wrapper class for textures, it's the compute shaders and the linear algebra and lifecycles and feeding data into and between shaders.
This advice only applies if you're trying to create something bespoke, not a general game engine where you can't write up a brutally simple solution based on your assumptions about your data.

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Anonymous No. 966837

At least for 10 years more.

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Anonymous No. 966862

>>966788
>metal

Anonymous No. 966864

>>966837
kys cris

Anonymous No. 966868

>>966771
Only as teaching material.

Anonymous No. 966886

>>966862
>no arguments

Anonymous No. 966890

DirectX 12 dunks all over opengl AND vulkan

Anonymous No. 966930

>>966771
Yes, as relevant as Glide.