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. You are currently viewing the game programming tutorials for windows and directx 11. linux tutorials using opengl, as well as tutorials about web-based game programming, with webgl, and about programming games for consoles, using opengl es, are scheduled for a later time.. In my opinion i think directx is more complex than opengl. directx have many different versions(i mean that there is 7.x, 8.x or 9.x, etc...) and it's built upon you have to create object devices (tag struct's). but in opengl there's just one main version of it, it's basically just global function calls except for some objects..
In short: opengl is faster than directx. as for why opengl is faster than directx/direct3d, the simple answer is that opengl seems to have a smoother, more efficient pipeline. at 303.4 fps, opengl. If opengl has the same features and achieving performance parity with directx is possible, why do most game developers still use directx? would opengl still be practical to use for new games (2019 and later) now that vulkan is here? what do you think is needed to convince majority of game developers to use opengl and vulkan instead of directx11/12?. Opengl es 2.0 - interaction between the game loop and the rendering thread - java-gaming.org java-gaming.org hi ! featured games (91) games approved by the league of dukes opengl es 2.0 - interaction between the game loop and the rendering thread (read 69839 times) 0 members and 1 guest are viewing this topic. deku..
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