Interoperability wasn't even discussed when (some) games added support for (some of) those, it usually was a completely rewritten executable, i. First (circa 1995) 3D accelerators were all different and incompatible with each other: NV1 was using Saturn hardware (and only got used in some Saturn ports), 3D Rage had its own API (creatively named CIF, from “C interface”), S3 Virge had its own API (S3D), Vérité had its own API (RRedline), Voodoo had its own API (Glide). I think you're retrofitting the common clichés about proprietary APIs into your memories. Not sure why you think I "forgot" all the other APIs. We can talk about developing with proprietary APIs and continue to just use Apple's Metal as an example without bringing up all the other proprietary APIs. > You forgot the Playstation (LibGNM/LibGNMX) and Nintendo ones (depending on the generation, microcoded GPU, GX (Wii), GX2 (WiiU), NVN (the main one on the Switch), Vulkan and GL 4.6). Think of it this way.if someone wants to hire an experienced Metal developer for a Mac-exclusive game, do you think someone who's only developed using a game engine like Unity would be qualified? Writing Unity code that eventually gets compiled to Metal is not writing Metal any more than writing C that gets compiled into machine code means you're writing machine code. "using it directly" means the developer is writing Metal code themselves. Abstracting away the graphics API and using the one native to each platform is using it directly.
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