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by pjmlp
946 days ago
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3D APIs were easier back in the yearly days. Nowadays using "legacy" APIs is relatively easy, however it requires a background knowledge on how GL became GL 4.6, DX became DX 11 and so. Modern APIs are super low level, they are designed as GPU APIs for driver writers basically. Since they cut the fat legacy API drivers used to take care for the applications, now everyone has to deal with such complexity directly, or make use of a middleware engine instead. |
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It's pretty much what OpenGL "drivers" were doing past the introduction of hardware shaders anyway - acting as a pretty thick middleware translating that to low-level commands, only having the user API being locked into a design from decades ago.
And considering how hard it was to get Khronos to eventually agree on vulkan in the first place (that effectively being a drop from AMD in "Mantle" then only tweaked by the committee), I'm not surprised they haven't standardized a higher-level API. So third party middleware it is.