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Why You Should Use OpenGL And Not DirectX

Gamasutra: Often, when we meet other game developers and say that we use OpenGL for our game Overgrowth, we're met with stares of disbelief -- why would anyone use OpenGL? DirectX is the future. When we tell graphics card representatives that we use OpenGL, the temperature of the room drops by ten degrees.

This baffles us. It's common geek wisdom that standards-based websites, for instance, trounce Silverlight, Flash, or ActiveX. Cross-platform development is laudable and smart. No self-respecting geek enjoys dealing with closed-standard Word documents or Exchange servers. What kind of bizarro world is this where engineers are not only going crazy over Microsoft's latest proprietary API, but actively denouncing its open-standard competitor?

Before we dive into the story of why we support OpenGL, let's start with a bit of history:

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hay3600d ago (Edited 3600d ago )

Actually it's really good and insightful article. I always preferred OpenGL over DX cause it's better performance solution. Didn't realise the part about platforms though.

JoelR3590d ago

hmmm well I agree in my own experience that OpenGL and OpenGL ES are better for most things the tone of the article is somewhat wrong.
Attacking Microsoft for what we silly programmers did to ourselves is wrong. Our companies picked DirectX - cause Microsoft made it easy for us and we didn't do the work to verify what truly was the better method.

Yes develop in OpenGL ES - much more platform agnostic so why limit yourselves. It's faster - in most cases. It's easier to understand - the code is simple and easy to debug.

but... it doesn't play nice sometimes with windows (or should I say windows doesn't play nice with OpenGL (and yes I blame this on Microsoft)therefore DirectX is preferable if you develop only for the windows world.

3599d ago
3598d ago