| > Again, please show me any talk which says, that developers benefit from the need to address vendor lock-in which forces them to support multiple APIs instead of having an option of good cross platform ones. I doubt you can show any such talk. You know that even OpenGL requires multiple paths full with extensions for supporting properly various render targets, right? So if there isn't a talk accessible in the Internet it didn't happen?! Again, talk to professional game developers, which apparently it is something you don't do. As for the rest, FOSS advocates see lock-in as an hindrance, professional game developers see lock-in as the right set of features to make their game outsell the others. That was the magic of computer hardware like Commodore 64, Atari, Amiga. It was the lock-in to their hardware, to their special processors that made these platforms special, and many of the ports just meh quality. This is the culture of games industry, pushing an agenda without understanding how the industry works, is like D. Quixote fighting windmills. > But I suppose you'll say that it's all imaginary. In such case further discussion is pointless. Of course, because I have the game industry experience that you lack and are unwilling to accept how it actually works. Which I might add, also caused me issues in the past, because I used to think like you, before having had the opportunity to see the industry from inside. |
> Of course, because I have the game industry experience
Apparently your experience didn't demonstrate you the negative effects of lock-in. May be you can develop an engine for all APIs at once for the cost of one?
So far, I'm waiting for some more substantial sources from you about benefits of lock-in for the industry, and how it's not a tax that hinders development, instead of abstract "get it from GDC".