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by Const-me
2703 days ago
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> The point is not doing it efficiently Have you read the linked article? It says "I want to have a simple stuff applicable to video games." > without being distracted by getting it running on specific hardware Just target Windows and use Direct3D, 99% of PC game developers do just that. The last GPU that didn't support D3D feature level 11.0 was intel sandy bridge from 2011. Everything newer then that supports 11.0, and unlike OpenGL with it's extensions, the majority of features are mandatory. Very rarely I saw compatibility issues across GPUs in recent years, and when I did it was a driver bug. |
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> I do not pursue speed/optimization at all, my goal is to show the underlying principles.
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> Just target Windows and use Direct3D, 99% of PC game developers do just that.
Misses the point of the series. From the introduction (linked at the top of the page):
> I do not want to show how to write applications for OpenGL. I want to show how OpenGL works. I am deeply convinced that it is impossible to write efficient applications using 3D libraries without understanding this.
The exact same could be said for Direct3D. He gives his students a class to read/write TGA images and set pixels for that article, which should make it exceedingly clear that the point is to ensure the focus is the algorithm and no irrelevant details to teach the principles without people being sidelined by worrying about libraries, and differences between platforms and the like.
And in any case, I explained to you what the appeal of this to people here is. That you think it could be done differently does not change that the appeal to people is exactly that there are no dependencies like Direct3D or Windows or anything else (I don't have Windows anywhere, so for me that would have made it relatively uninteresting; as it would for a lot of other people here). I don't care about the performance; I care about the concepts.