Anonymous at Sun, 10 Dec 2023 22:38:01 UTC No. 966788
Barely
Stick to Vulkan/DX12/Metal. Use an abstraction layer like bgfx or WebGPU if you want
Anonymous at Mon, 11 Dec 2023 00:15:55 UTC 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 at Mon, 11 Dec 2023 05:07:38 UTC 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.
Anonymous at Mon, 11 Dec 2023 16:29:51 UTC No. 966864
>>966837
kys cris
Anonymous at Mon, 11 Dec 2023 17:14:40 UTC No. 966868
>>966771
Only as teaching material.
Anonymous at Tue, 12 Dec 2023 00:20:29 UTC No. 966886
>>966862
>no arguments
Anonymous at Tue, 12 Dec 2023 01:38:47 UTC No. 966890
DirectX 12 dunks all over opengl AND vulkan
Anonymous at Tue, 12 Dec 2023 08:52:02 UTC No. 966930
>>966771
Yes, as relevant as Glide.