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What is Happening with OpenGL?

Trapped In Windows Hell asks: "I was just at the local game store looking for a new game, and I noticed the absolute lack of ANYTHING other than DirectX games. Where has OpenGL gone, and what does this mean for games on GNU/Linux? If DirectX is so hard to program in, so clunky to use, and limits the game to being sold on only one OS, WHY do so many programmers use it? It seems logical (to me, at least) that programming as portably as possible, as simply as possible, and using standards where possible, leaves a lot more sales options open for the future... and DirectX seems to close all options *but one*." OpenGL use in Windows gaming has decreased dramatically in favor of the use of DirectX which is improving with each release. Will OpenGL continue to mature on the Windows platform (which arguably is the platform that drives most of the mainstream demand for graphics) or will it continue to stagnate as game and driver developers concentrate on the offerings from Microsoft?

576 comments

  1. the reason is... by emn-slashdot · · Score: 2, Insightful

    Everything in OpenGL is different for different cards. If you code in DirectX, at least it will work on all cards, even if only on Windows (so far). If something doesn't work right with a card in directx, it's the card driver's problem. It's universal in the Windows world.

    OpenGL is freaking amazing. I love it. Unfortunately, card makers want to write OpenGL extentions specifically for thier cards so you have to have aset of code to do the same thing for each card.

    When will people come together to agree on non-MS-specific standards? Probably never. Maybe we should support

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    1. Re:the reason is... by emn-slashdot · · Score: 1

      arg... stupid HTML filtering.

      OpenGL is awsome for multi-platform development if and only if you aren't doing spectacular things in hardware. If you want really cool stuff done in hardware, you have to make support for each card. Windows does really cool stuff like standardize (in windows environments) interfaces. Unfortuanatly, card makers won't agree on anything non-windows related. Maybe that will change, but prolly not. Perhaps we should support a DirectX for Unix clone?

      sorry for the screwed up post.

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    2. Re:the reason is... by AmigaAvenger · · Score: 4, Informative

      I've done extensive OpenGl (Mesa) programming, and no it isn't. My programs ran equally well on a UltraSparc running Redhat and also regular PII machines with RH 6.2, without me even knowing any of the graphics cards that were installed.

      OpenGL is a 3d programming API, which means it allows the programmer to not be concerned with the hardware itself, only that OpenGL is present so it can be called.

      By the way, OpenGL is not really "open" software, it is a very expensive license from sun if you want to use it. Most Opensource developers would be interested in Mesagl, which is basically an open source version with some changes.

    3. Re:the reason is... by emn-slashdot · · Score: 1, Troll

      Too funny...

      So you made some pritty boxes and triangle strip particle engines... Goodie. Those are fun as hell. When you program a full 3d environment with smoke, fog, a fire engine, and do shadows to all objects, then post.

      The OpenGL extentions don't apply to the standards based OpenGL API. I'm talking about the wiz-bam new features of different cards (like the Radion's extremely cool anti-aliasing and Z axis dithering)

      I'm sure your spining, colored, triangle worked great. Now try to make a 3d engine with the features of Alice or Anarchy Online in OpenGL with OpenGL. It can't be done within a reasonable time period because of all the extentions you would have to use to support all those nifty features in OpenGL.

      Really good try at a snappy comeback! :) Grats

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    4. Re:the reason is... by yugami · · Score: 1
      By the way, OpenGL is not really "open" software, it is a very expensive license from sun if you want to use it.


      You either typoed SGI or don't know what you're talking about.

    5. Re:the reason is... by Anonymous Coward · · Score: 0
      I was agreeing with you 100% until this:

      Now try to make a 3d engine with the features of Alice or Anarchy Online in OpenGL with OpenGL

      Alice uses the Q3 engine, which is done in OpenGL. The way things are going, it may end up being the last major game engine to use OpenGL though.

    6. Re:the reason is... by 0xdeadbeef · · Score: 2, Interesting


      You're a twit, and still a worm compared to the guys who signed this.

      My graphics background is stale and academic, so I'm not too familiar with the differences between the new cards or the current state of OpenGL vs. Direct3d. If you may humble yourself I have a question.

      Riddle me this: Why would anyone write a game dependant on the features of a particular card? Even if Direct3d can emulate them in software, woudln't that kill the performance of the game?

      I suspect the popularity of Direct3d has little to do with advanced features and everything to do with the fact that it is a de facto Microsoft standard. Why bother learning OpenGL when you're going to be stuck using Direct3d anyway. It will only raise your support costs to use a non-native API that is decidely hostile to Microsoft's agenda.

    7. Re:the reason is... by havachu · · Score: 3, Interesting

      Now try to make a 3d engine with the features of Alice or Anarchy Online in OpenGL with OpenGL.

      Erm, Alice uses the Quake 3 engine, which is certainly using OpenGL.

    8. Re:the reason is... by Anonymous Coward · · Score: 0

      Actually, it was a full 3d model of a university campus that a user could fly through at will...

    9. Re:the reason is... by emn-slashdot · · Score: 1

      > Alice uses the Quake 3 engine

      Wrong. Alice uses an engine *based* on the quake 3 engine. While that engine is based on OpenGL, they use DirectX for hardware calculations of DLS and other nifty stuff. The results of which were simply painted on OpenGL flat surfaces. Again, nice with the almost-come-backs. :/

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    10. Re:the reason is... by emn-slashdot · · Score: 1

      Wrong. Alice uses an engine *based* on the quake 3 engine. While that engine is based on OpenGL, they use DirectX for hardware calculations of DLS and other nifty stuff. The results of which were simply painted on OpenGL flat surfaces. Again, nice with the almost-come-backs. :/

      I really wish people would stop getting thier facts from the back of computer game boxes. =O)

      > it may end up being the last major game engine to use OpenGL though
      Sad, but true. It's easier to emulate DirectX. DirectX used to suck, but now it's really easy to use. I hate MicroSoft as a company, but generally after 7 tries you *have* to get something right.

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    11. Re:the reason is... by NNKK · · Score: 1

      How about we play a little game of our own, called "provide some documented proof" that Quake3 depends that heavily on DirectX.

    12. Re:the reason is... by emn-slashdot · · Score: 0, Troll

      > Quake3 depends that heavily on DirectX
      damn. you people need to back off and read my posts. I said ALICE REQUIRES DIRECTX for hardware calculations that would have to be handled by card-specific OpenGL extentions. I never said Quake 3 required such extentions at all, because that would be wrong. Alice is indeed based on the Quake 3 engine, and the Quake 3 engine uses OpenGL for hardware rendering. Alice's version of the engine uses Direct X for hardware specific math, it uses the generated information to rendor objects, and paint surfaces on OpenGL objects.

      Now lets play this game, Take a screenshot of a long shaded surface in alice, then remove DirectX. Now take the same screenshot. See the difference?? I'm tired of playing games. I'm schooled all of you, it's over :)

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    13. Re:the reason is... by emn-slashdot · · Score: 0, Troll

      Sweet. 2 planes and some boxes/triangle strips with textures I'd expect :)

      Just kidding, but I seriously doubt it used any of the hardware specific functions to do cutting-edge coolities like per-pixel shading in hardware or shadow rendering on all surfaces. Any of these things would tear up a CPU if the GPU doesn't support it.

      7 posts to 1 article = 1 post, 1 correction, and 5 schoolings. :)

      Consider yourself schooled.

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    14. Re:the reason is... by j7953 · · Score: 3, Interesting

      Ummm, almost everything in OpenGL is the same for different cards, and for different platforms. This is a huge advantage of OpenGL.

      However, when a graphic chip company creates a new functionality, it usually creates its own OpenGL extension. But this will evetually (if it succeeds, that is) become a standard extension (i.e. ARB extension) and later become part of the OpenGL standard. Many games don't even use some of these features, because the market share of the hardware supporting them isn't large enough yet. (Though gamers are fast to upgrade their hardware.)

      Also, don't forget that you have to write hardware-specific code even with DirectX, because you really don't want DirectX to use the software rendering for you. You'll have to check if a certain feature is hardware supported, and you usually need a slightly different algorithm in case it's not.

      I think the main reason for DirectX's success is that most games are Windows only anyway, and that DirectX is more than Direct3D. If you write a Windows game, you'll have to use DirectInput, DirectSound etc. anyway, because it's the only standard API offering input, sound etc. functionality for games on the Windows platform. But if you have to use DirectX anyway, why not use all of it?

      Yet another reason might be the object-orientation hype that's going on. Obejct orientation is marketed as an extra feature, not as a design choice. (Whether the design choice is justified I don't know, I'm not a 3D developer, though I've played around with OpenGL a bit.)

      --
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    15. Re:the reason is... by Anonymous Coward · · Score: 0

      thanks. I strive on it.

      Hubris. It's not arrogance, it's the truth. You should learn it. I find pleasure in pointing out all the shortcoming of others because it makes my huge-as-my-ass ego.

      Thanks, I'm a prick, but I'm right. And that makes me better :)

      At least you are learning.

      -Anon so you don't 0wn my Karma

    16. Re:the reason is... by Anonymous Coward · · Score: 0

      Did you learn a new word sonny? Was Schooled the word of the day on sesame street yesterday?

      That's good, I knew that you could.

    17. Re:the reason is... by NNKK · · Score: 1

      OK, so Alice's creators are idiots.

      idsoftware has and hopefully will continue to impliment OpenGL exenstively in its engines, I've as yet failed to hear Carmack complain about needing to customize every part of OpenGL for an individual card. Certain cards have certainly required some special work, but this was because the manufacturer either had a severely broken OpenGL, or simply didn't provide OpenGL support sufficient for use in Quake engines (think 3dfx cards and the "minigl" drivers)

      How about some documented proof that various companies impliment OpenGL so differently from eachother to require special coding on the part of the game programmers?

    18. Re:the reason is... by baxissimo · · Score: 1
      That's not quite correct. You can use the OpenGL API all you want for free. What's not free is re-implementing the OpenGL API yourself and actually *calling* it OpenGL. That's why we have a library from Brian Paul called MesaGL and not Mesa OpenGL.


      But you're free to make and sell as many OpenGL-based games and apps you want without paying royalties to SGI.

    19. Re:the reason is... by Anonymous Coward · · Score: 0
      Alice's version of the engine uses Direct X for hardware specific math, it uses the generated information to rendor objects, and paint surfaces on OpenGL objects.

      First of all, what part of DirectX are you talking about? All Windows games these days use parts of DirectX for various purposes, what we're talking about here is really Direct3D vs. OpenGL. The Q3A engine uses no D3D calls, relying on GL for all the rendering. To my knowledge, Alice does the same. Now, it sounds like you are claiming that Alice uses D3D to render some effects not supported by the base Q3A engine to pixmaps, which are then used as textures in the GL rendering pipeline.

      If so, you're going to have to provide some sort of evidence to back up your claim, because frankly I've never heard of any such thing before and I can't find any indication of this anywhere on the net. Until you can back up your arrogance with some real information, I'll have to assume you're just a typical Slashdot Blowhard (TM).

    20. Re:the reason is... by Anonymous Coward · · Score: 0
      Wow. You must be a psychic... You know exactly what kind of "extensive" OpenGL usage (s)he has done, and are ready to politely point out that "toy usage don't count".


      Sad thing is, you may of course be right, but being too eager to flame just makes you look like Graf Zeppelin (read "flaming gasbag")

    21. Re:the reason is... by Anonymous Coward · · Score: 1, Interesting

      sorry about the AC post, but I'm too pissed off to take the time to login.

      Ok, seriously, this is nonsense.

      DirectX may support all of the latest hardware features NOW, but DirectX also has capability bits. Pretty much nothing in DirectX can be relied upon. Potentially anything can be unsupported by a driver, and if it's unsupported, you are NOT getting emulation of it. Period. End of story.

      OpenGL has a guaranteed feature set (which can be extended per driver with extensions), and no matter what you do within the confines of standard OpenGL it is GUARANTEED to work. It may be slow if it's not in hardware, but it will work.

      Long story short, in my (professional game development) experience, the time you spend coding every single special case in a Direct3D (yes, even DX8, which is actually pretty cool to program for) engine is at least equal and often greater than the amount of time you spend coding only the SPECIAL workarounds your app needs due to extensions in OpenGL.

      Driver support may be there for DirectX, but actually supporting a wide range of hardware with it is hella hard...

    22. Re:the reason is... by Anonymous Coward · · Score: 0
      Riddle me this: Why would anyone write a game dependant on the features of a particular card? Even if Direct3d can emulate them in software, woudln't that kill the performance of the game?
      D3D (like GL) provides interfaces to query a device to determine which features are supported. A good engine provides fallbacks, so if the desired feature is present in hardware, it is used. Otherwise, the engine defaults to skipping an effect or rendering it using another technique.
      I suspect the popularity of Direct3d has little to do with advanced features and everything to do with the fact that it is a de facto Microsoft standard.
      That was largely true 5 years ago, but not any more. If you attend a game developer's conference, you will find that most people are very enthusiastic about D3D these days for many reasons, only one of which is the rapidly expanding feature set. Even non-game coders in the fields of visualization & simulation are starting to use D3D more and more.
    23. Re:the reason is... by Anonymous Coward · · Score: 0

      UltraSparc running Redhat
      Uh. People like you make me feel ill.
      Why are you wasting your valuable hardware by running a sub-par OS that was never designed to run on it?
      You can get Solaris for free, you know!

    24. Re:the reason is... by gavriels · · Score: 4, Informative

      That's not correct. Alice uses DirectX only for setting the screen resolution. The rest is all OpenGL. Trust me - we have it working just fine in Wine.

      -Gav

      --
      Gavriel State, CEO
      TransGaming Technologies Inc.
      gav@transgaming.com

    25. Re:the reason is... by Anonymous Coward · · Score: 0
      Hubris. It's not arrogance, it's the truth

      You arrogant unschooled fuckwit. Why don't you learn what you're talking about?

      You are wrong.

      hubris (hybrs) also hybris (h-)
      n.
      Overbearing pride or presumption; arrogance: "There is no safety in unlimited technological hubris" (McGeorge Bundy).

      [Greek, excessive pride, wanton violence. See ud- in Indo-European Roots.]

      hubristic (-brstk) adj.
      hubristically adv.

      Source: The American Heritage® Dictionary of the English Language, Fourth Edition
      Copyright © 2000 by Houghton Mifflin Company.
      Published by Houghton Mifflin Company. All rights reserved.
    26. Re:the reason is... by Anonymous Coward · · Score: 3, Informative
      Umm, you are totally insane. OpenGL has a well-defined output and official tests for compliant implementations, which should all produce the same output. Everything works the same (at the baseline).

      As far as I know, D3D has yet to retire the "capabilities" bits that you have to check to determine whether features are supported but which still cannot fully specify feature interlocks (feature A isn't supported at the same time as feature B)--OpenGL disallows feature interlocks. D3D also allows different hardware to provide different numbers of, say, texture units. OpenGL 1 and 1.1 are the only APIs that provide a single consistent baseline that always works. (1.2 adds optional multitexture and a few other optional components--personally, I think controlled, macroscopic options are a lot easier to deal with than low-level detailed ones.)

      By definition, any API which totally works for all hardware perfectly is a least-common-denominator API. There are three consequences of that: one, when something new like DOT3 lighting comes down the pipe, there are some cards that have it and some that don't. So of course it can't "just work", whether OGL or D3D; it just works in the sense that the feature is unavailable (D3D for a year until they release the next version) or else programmers have to cope with OGL extensions or D3D caps bits.

      Second, OpenGL developers were using DOT3 lighting on GeForce long before DX developers, because of the availability of an extension mechanism. That OGL interface still works, unlike D3D code--the D3D interfaces change every other revision. Eventually people get together and agree on a general, multi-vendor extension, like the ARB_MULTITEXTURE extension. Some extensions--for example many of Nvidia's--are actually well-designed enough that other vendors can just implement them as is, despite their hardware not working in the same way. And the ability to fall back on the detailed extension is great when you want to push a piece of hardware to the limit--is it possible to even come close to the capabilities of NV's register_combiners GL extension on GeForce 256 and GeForce 2 when coding in the newest gee-whiz whizbang D3D stuff?

      Third, Microsoft's D3D effort is driving the marketplace to homogenize--for every hardware developer to provide the exact same feature set. If that happens (it hasn't yet), that will be bad for future feature developments, since the hardware developers will just be putting in whatever features MS is defining in the next D3D rev, and focus on distinguishing from each other on raw performance. Should MS be defining the featureset of third-party hardware? (If your natural response is 'yes', go look at Talisman.) Without an extension mechanism (D3D still doesn't have one, and MS is adamant about not putting one in), if OpenGL dies out, MS is just going to put in whatever random features they feel like (like the original poorly-designed EMBM support).

      As OpenGL advocates said from day one: yes, MS can keep revising D3D to add features from OpenGL (e.g. stencils), and eventually it won't suck. But the only reason for them to do so is so they can own the API--OGL would have been a perfectly fine 3D API as soon as all hardware had the minimum baseline (e.g. Voodoo 1). Lo and behold, they've beat on it enough, it doesn't suck, and now they're owning the API and starting to dictate significant feature sets (e.g. vertex 'shaders').

      I cosigned the OpenGL developers' open letter to MS, and you know, they never did ship the direct draw bindings for OpenGL, nor the Win95 MCD-driver support (which would have made it a lot easier for hardware vendors to release OpenGL drivers that only accelerated rasterization, just like the first 6 versions of D3D, and which they had released for NT). I'm sure it would have been a poor business move for them to do so: because they wanted to own the API.

      So yes, let's all forget all those details and just repeat the MS FUD: "OpenGL is for scientific/modelling apps, D3D is for games!" and "OpenGL works unpredictably on different hardware, whereas D3D is consistent". If there's a truth to the latter, it's due to the OpenGL drivers... and I'm comfortable laying a lot of the blame for that at MS feet.

      --Sean Barrett, renderer programmer for "Thief: The Dark Project" and "System Shock 2" (both D3D)

    27. Re:the reason is... by Anonymous Coward · · Score: 0

      if it's unsupported, you are NOT getting emulation of it. Period. End of story.

      Which is good, because in a game, you do NOT want emulation of ANYTHING. Period. End of story.

    28. Re:the reason is... by Anonymous Coward · · Score: 0

      People like you make me sick. I'm ashamed that I have to share the mantle of 'games programmer' with an arrogant fucktard like you.

    29. Re:the reason is... by FrostedChaos · · Score: 1
      The reason is, there's only so far private individuals (as opposed to companies) can go before they run out of resources. The assumption that he has experimented with OpenGL, and no more, is probably completely valid.


      The days of programming 3D as a hobby are mostly over. D3D and OpenGL are complicated. Designing 3D worlds using all these whiz-bang features is even more complicated, and most coders won't take the time to learn these skills, especially given the open-source community's notable bias against graphical "fluff" (and usable interfaces). Some may already know 3D stuff from their jobs, or really want to learn it on their own, but for the majority, it's terra incognita.

      --
      "Any connection between your reality and mine is purely coincidental." -Slashdot
    30. Re:the reason is... by swcrissman · · Score: 2, Insightful

      This is patently wrong. If it weren't, how would you explain the existance of Alice for the Mac which obviously isnt using direct x, since it doesnt exist on the platform.

      To use your own words, nice with the almost-come-backs. :/

      -swc

    31. Re:the reason is... by dvNull · · Score: 2, Informative

      From the Mesa site (http://www.mesa3d.org) :

      Please do not refer to the library as MesaGL (for legal reasons). It's just
      Mesa or The Mesa 3-D graphics library.


    32. Re:the reason is... by Anonymous Coward · · Score: 0

      Don't sweat it, its obviously a 15 year old pretending to be a game developer. Go read all his comments about Alice and how it relys fully on DirectX for 3d graphics and then uses OpenGL for rasterization. Then go check out the Mac port of Alice, and laugh at what an idiot he is.

    33. Re:the reason is... by Anonymous Coward · · Score: 0

      hmm, let me guess - Libertarian too?

    34. Re:the reason is... by chainxor · · Score: 1

      Another reason, that I think may be even bigger, is that DirectX from version 7 and especially version 8 has improved dramatically in several points - has standardized support for the newest features in new gfx cards. In addition the API has been cleaned up and made significantly simpler and less errorprone to use.

      Still OpenGL still has a nicer API, IMO, but Direct3D has seriously closed in and it works like a dream on almost any PC config. with any version of Windows.

    35. Re:the reason is... by Anonymous Coward · · Score: 0

      OpenGL is making a comeback in games as we speak.

      John Carmack uses OpenGL. (and always has) I saw Doom3 and Return to Wolfenstien last week - and they were both friken amazing. He uses OGL for a reason no? (certainly he has evaluated DX)

      DX was designed to unify 3D programming for windows games. Now, there are so many versions floating around - it looks different for each computer.

      The new cards all have different "features" that may not be supported in DX - now you have to do lots of xtra programming to make sure your code runs (and looks the same) on any hardware (impossible)!

      kiwi

    36. Re:the reason is... by phr34k · · Score: 1

      But I've run Unreal on a machine that doesn't have 3d hardware and it ran fine with all the effects.

      I know that speed is an issue in games, but I'd rather have the choice between slow and good-looking or fast and featureless.

    37. Re:the reason is... by Anonymous Coward · · Score: 0

      John Carmack agrees DX is good. He states that he is still trying to target Mac and Linux machines.. This is probably the primary reason for using OpenGL. I don't know what your talking about with "so many versions floating around". Also, I believe that most people consider the feature set of DX to be a bonus to it, not a hinderance. On this I could be wrong, but it is what I have read.

    38. Re:the reason is... by more · · Score: 1

      I thought that OpenGL is more standardized on
      different cards. In directx you may get different
      results on different cards, whereas with OpenGL you get more similar renderings on different implementations.

      The problem with OpenGL is the ARB, which has
      been slow to accept useful extensions as part of
      the standard. I feel that this might be because of
      one large U.S. software company that is a member of the ARB is slowing down the standartization process deliberately to build a competitive advantage for their proprietary graphics library.

      --

      -- Imperial units must die --

    39. Re:the reason is... by AndyChrist · · Score: 1

      Unreal's software renderer is nice. Throw RAM at it and it speeds up. That simple. Half-life seems to require more.

    40. Re:the reason is... by Anonymous Coward · · Score: 0

      alive indeed uses d3d for hardware calculations where OpenGL falls short. No OpenGL extentions are available for all current hardware.

  2. Isn't it obvious? by TummyX · · Score: 5, Insightful


    If DirectX is so hard to program in, so clunky to use, and limits the game to being sold on only one OS, WHY do so many programmers use it?


    By the sheer amount of DX games out there, isn't it obvious that the game industry doesn't find DX clunky and hard to program in. And remember DX offers MORE than just graphics. It also does sound, input and networking.

    As we've seen this year, game companies don't care whether DX limits them to windows or not because:

    1- Almost everyone uses windows to play games on.
    2- If they ever did want it ported to other platforms, there are companies (you know who they are) that will do the porting for you (yes, that includes porting DX games).

    1. Re:Isn't it obvious? by evvk · · Score: 2, Insightful

      > By the sheer amount of DX games out there, isn't it obvious that the game industry doesn't find DX clunky and hard to program in.

      But those who make the decisions don't do the programming, in general?

    2. Re:Isn't it obvious? by Anonymous Coward · · Score: 0

      DX was hard to program through DX3, but that hasn't been true for the last 4 major versions.

    3. Re:Isn't it obvious? by grimr · · Score: 2, Informative

      And remember DX offers MORE than just graphics. It also does sound, input and networking.

      DirectX's networking protocol is pure crap. It is not client/server so both machines must be able to accept incoming connections. If you're behind a firewall you have to open about a hundred ports to get it to work and if you have any kind of NAT/sharing device you can only have ONE machine able to play games over the net.

      Fortunately most developers have realized this and code their own networking code.

    4. Re:Isn't it obvious? by Ankka · · Score: 1

      3- And there is always WINE and its' DirectX and soon-to-come Direct3D support.

    5. Re:Isn't it obvious? by Mifflesticks · · Score: 1

      The only thing I think sucks about WINE is that it's a novel solution to the must-have-MS-programs problem. Of course, wouldn't it be nice NOT to need WINE? I mean, wouldn't it be nice if we could do everything and uses _standards_ without WINE?

      WINE allows people to keep writing software for Win32, and ignore the Linux. Is that what you want?

    6. Re:Isn't it obvious? by b0r1s · · Score: 2, Insightful
      Remember two things:

      This is slashdot, nothing's ever obvious (look back at some of the past "ask slashdot"'s).

      This is slashdot, everything is an anti-linux conspiracy.

      Best tool for the best job, that's directX on windows for gaming. Period. Maybe someday that will change, but not any time soon.

      --
      Mooniacs for iOS and Android
    7. Re:Isn't it obvious? by greenrd · · Score: 1
      Remember also:



      Every single article has to have at least one post (preferably several) complaining about Slashdot Linux fanaticism. It's the law.



      Oh - and by the way - thumbing your nose at other people does not an argument make. It's just insulting.

    8. Re:Isn't it obvious? by Anonymous Coward · · Score: 0

      Re:Isn't it obvious? (Score:2)
      b0r1s said:

      >Remember two things:
      >
      >This is slashdot, nothing's ever obvious (look back at some of the past "ask slashdot"'s).
      >
      >This is slashdot, everything is an anti-linux conspiracy.

      To which I reply:

      Just because you are paranoid doesn't mean they are not out to get you.

    9. Re:Isn't it obvious? by AndrewHowe · · Score: 3, Informative

      All fixed in DirectPlay 8. Do try to keep up.

    10. Re:Isn't it obvious? by Anonymous Coward · · Score: 0

      Remember also:

      Every single article has to have at least one post (preferably several) complaining about Slashdot Linux fanaticism. It's the law.

      Oh - and by the way - thumbing your nose at other people does not an argument make. It's just insulting.

      Remember also:

      Every single article has to have at least one post (preferably several) where some Linux dweeb embarrasses himself by talking like Yoda. It's the law.

    11. Re:Isn't it obvious? by Radical+Rad · · Score: 1
      2- If they ever did want it ported to other platforms, there are companies (you know who they are) that will do the porting for you (yes, that includes porting DX games).

      Until that company goes out of business because most of the punks playing games will spend hundreds of $ on the same old FPS windows games but not a thing for Linux games.

    12. Re:Isn't it obvious? by Anonymous Coward · · Score: 0

      Dont you think it kind of a stupid question though? I mean DX and OpenGL can work hand in hand, no problem. And its not like there is absolutely no game that uses OpenGL, the Quake 3 Engine, is going to be used in several up coming games and games that are already released.

    13. Re:Isn't it obvious? by Anonymous Coward · · Score: 0

      Don't work in the industry, I see. When Direct3D was fairly new (DirectX 3 was the first one with Direct3D; it REALLY sucked, whatever moron invented execute buffers should be executed himself) Microsoft paid us handsomely to replace GLIDE with it.

      SGI wasn't paying out.

      I left soon afterwards, mainly because the gaming industry sucks. The Direct3D thing was only a mild annoyance compared to the cutthroatness of everyone involved in the industry.

    14. Re:Isn't it obvious? by do!omite · · Score: 0, Troll

      1- Almost everyone uses windows to play games on.

      Are you nuts!??!?! Many people use Mac and Linux for games. Linux was practically created to be a lighter OS for gaming (or maybe it just worked out that way hehe).

      Most hardcore gamers out there use Linux because it is so much better than Windows for playing and serving.

      ~dolo -- wants to install Linux but is afraid of being labeled a geek! :P

      --
      **********
      If it says "Troll" on this post,
      I successfully annoyed a nerd herd! :)
    15. Re:Isn't it obvious? by Anonymous Coward · · Score: 0

      That wasn't even talking like Yoda, moron. That's a pretty common way to phrase such a statement.

    16. Re:Isn't it obvious? by PurpleBob · · Score: 3, Interesting

      I think these "hardcore gamers" have been lying to you. Saying they use Linux makes them look more l33t. It's better for serving, definitely - but in terms of actually playing games, there's no advantage to using Linux and several disadvantages.

      There are lots of things that Linux absolutely blows Windows away at. Gaming isn't one of them.

      --
      Win dain a lotica, en vai tu ri silota
    17. Re:Isn't it obvious? by mj6798 · · Score: 0, Troll
      By the sheer amount of DX games out there, isn't it obvious that the game industry doesn't find DX clunky

      <sarcasm>Yes, and Windows is an innovative, easy-to-use operating system: just look at how many people are using it and developing for it. In fact, why doesn't everybody else just go away?</sarcasm>

      The simple fact is that DirectX is heavily promoted and Microsoft is pushing development tools for it. Furthermore, you can bet that DirectX is preinstalled on just about every modern system while OpenGL is a pain to get working on a significant fraction of Windows machines.

      People are picking DirectX because that's what Microsoft has decreed to be the standard, what they are pushing, and what they are supporting. Technically, DirectX still sucks; it's another one of a long line of Microsoft "me-too" products that Microsoft pushed on the market using their near-monopoly power.

      It also does sound, input and networking.

      Well, and there are excellent alternatives to DirectX in those areas as well. Besides, one might ask: why does an operating system need a separate set of game APIs to get real-time networking and audio I/O?

    18. Re:Isn't it obvious? by spectecjr · · Score: 2

      People are picking DirectX because that's what Microsoft has decreed to be the standard, what they are pushing, and what they are supporting. Technically, DirectX still sucks; it's another one of a long line of Microsoft "me-too" products that Microsoft pushed on the market using their near-monopoly power.

      No, it's because you can guarantee that someone has a DirectX-supporting graphics card. You can't guarantee that someone has an OpenGL-supporting graphics card. Also, Direct3D is easier to program on Windows than OpenGL. (IMHO)

      Simon

      --
      Coming soon - pyrogyra
    19. Re:Isn't it obvious? by Kalani · · Score: 1

      WINE allows people to keep writing software for Win32, and ignore the Linux. Is that what you want?

      WINE allows people who need Windows software to use Linux. With WINE, Windows becomes a subset of "Linux" (or rather -- the intersection of all components of all Linux distributions.) When traditional Windows users move to a Linux-based OS, they'll be much more likely to run Linux-based software than they would have been under Windows (obviously.) You may have heard this approach called "bait and switch" or "embrace and extend." In any case, it's an effective approach (as has been demonstrated by many successful companies) so long as the "embrace" (or "bait") portion is kept working long enough.

      --
      ___
      The ends are ape-chosen, only the means are man's. -- Aldous Huxley
    20. Re:Isn't it obvious? by Kalani · · Score: 1

      Just some minor points ...

      Under Windows, OpenGL is just a transformation layer for DirectX calls. For the render-loop calls, there's an associated overhead (certain procedure calls even equate to two times the memory block copying as would be seen with D3D.)

      Another nice thing about the DirectX interfaces (issues of overhead aside) is that you can access dispatch interfaces on each DX object. That means that cute little graphics demos can be done in VBScript (or any WSH-compatible scripting language.) Yes this is mostly a toy (albeit a really cool toy) but it does have the potential to alleviate some of the burden of writing a script interpreter (something that most large scale games really need.)

      As for your last question:

      why does an operating system need a separate set of game APIs to get real-time networking and audio I/O?

      Because it's a preemptive multitasking system. The same thing would be necessary under Linux to shut down any running subsystems that hog valuable time-slices. DX doesn't provide "real-time" access either (whatever you meant by that,) but it does let you shut down most of the monolithic systems in Windows that get in your way and talk to the computer at one level of abstraction above the hardware.

      Hope this helped,

      --
      ___
      The ends are ape-chosen, only the means are man's. -- Aldous Huxley
    21. Re:Isn't it obvious? by mj6798 · · Score: 1
      No, it's because you can guarantee that someone has a DirectX-supporting graphics card. You can't guarantee that someone has an OpenGL-supporting graphics card.

      That's my point. Think about why you don't get OpenGL drivers. It's because Microsoft stopped supporting OpenGL and basically forced graphics card vendors to support Direct3D.

    22. Re:Isn't it obvious? by mj6798 · · Score: 1
      Under Windows, OpenGL is just a transformation layer for DirectX calls.

      OpenGL used to be self-sufficient drivers on Windows, independent of DirectX, and implemented directly by hardware vendors. OpenGL on Windows, in fact, predates DirectX. OpenGL was relegated to second class status by Microsoft when they wanted to push their own proprietary APIs. Of course, once that happened, OpenGL became less attractive, which was just what Microsoft intended.

      Another nice thing about the DirectX interfaces (issues of overhead aside) is that you can access dispatch interfaces on each DX object.

      The OpenGL API is trivial, and easily bound to any language; that was part of its design goals. Microsoft's COM/DirectX interfaces are much less portable and much more difficult to bind to many languages (try accessing them from Fortran). Even wrapping OpenGL in a COM interface is something anybody (including Microsoft) could do in a couple of hours. Furthermore, you can, in fact, write efficient 3D graphics applications using OpenGL even from a scripting language, because all the compute-intensive stuff is handled by the OpenGL implementation; the scripting language only needs to manipulate the high level structures.

      Because it's a preemptive multitasking system. The same thing would be necessary under Linux to shut down any running subsystems that hog valuable time-slices. DX doesn't provide "real-time" access either (whatever you meant by that,) but it does let you shut down most of the monolithic systems in Windows that get in your way and talk to the computer at one level of abstraction above the hardware.

      You are missing the point here as well. I was asking (rhetorically) "why does an operating system need a separate set of game APIs to get real-time networking and audio I/O". The facilities DirectX provides are useful for many applications, and they shouldn't be designed around gaming (of course, you can use DirectX with other applications, but that's not their primary purpose). This is classic Microsoft: fragment the market, fragment the APIs, and achieve quick time-to-market with specialized solutions. It is also clasically bad software engineering.

    23. Re:Isn't it obvious? by Kalani · · Score: 1

      OpenGL used to be self-sufficient drivers on Windows, etc etc

      Yes I know all about its history on the Windows platform ... I don't think that anything in my previous post went against this.

      The OpenGL API is trivial, and easily bound to any language; that was part of its design goals. Microsoft's COM/DirectX interfaces are much less portable and much more difficult to bind to many languages (try accessing them from Fortran).

      They're not hard to access from Fortran. COM is just a binary standard. It's no more difficult to implement than a PE loader. Most Windows-aware Fortran compilers will take care of the grunt work for you. I've written code to access or implement "complicated" OLE interfaces in ANSI C++. I don't get the argument that it's difficult to "bind to a language." It's a lock-in to the Windows platform though, I wasn't suggesting that it wasn't. :)

      Even wrapping OpenGL in a COM interface is something anybody (including Microsoft) could do in a couple of hours.

      The point is that it's not implemented and that you can assume that, given the correct installation of DX, those interfaces will be there. My point about hastening the pace of script-interpreter development was applicable to those who don't want to know how dispinterfaces work. These people are not going to want to make an efficient scriptable access layer to OpenGL.

      Furthermore, you can, in fact, write efficient 3D graphics applications using OpenGL even from a scripting language, because all the compute-intensive stuff is handled by the OpenGL implementation; the scripting language only needs to manipulate the high level structures.

      I think that you must think that I'm "against" OpenGL.

      You are missing the point here as well. I was asking (rhetorically) "why does an operating system need a separate set of game APIs to get real-time networking and audio I/O?" The facilities DirectX provides are useful for many applications, and they shouldn't be designed around gaming (of course, you can use DirectX with other applications, but that's not their primary purpose).

      They aren't designed specifically for games nor are they designed "around" (?) gaming. "Gaming" is not the primary purpose of DirectX. I'm sure that you'll agree that 3D Studio Max, SoundForge, Internet Explorer, and Media Player aren't games.

      This is classic Microsoft: fragment the market, fragment the APIs, and achieve quick time-to-market with specialized solutions. It is also clasically bad software engineering.

      How much Windows software have you written, exactly? Can you provide some specific examples of "fragmented" APIs?

      Thank you for your post.

      --
      ___
      The ends are ape-chosen, only the means are man's. -- Aldous Huxley
    24. Re:Isn't it obvious? by mgblst · · Score: 1

      ...you werent going to write in general, but then you thought about id... must be the only company to do so...

    25. Re:Isn't it obvious? by FooRat · · Score: 1

      By the sheer amount of DX games out there, isn't it obvious that the game industry doesn't find DX clunky and hard to program in

      Uh, yeah... that really proves it. Not.

      DirectX *IS* hard and clunky to program in. The "sheer amount of DX games out there" is because DirectX is because (a) it is the standard game programming API on Windows, and 99% of game development companies clients run their games on Windows, (b) "DirectX" is not "Direct3D", comparing "OpenGL" to "DirectX" is incorrect - DirectX includes sound, network, input devices and so on, so even games that use OpenGL for 3D often still use DirectX for other things (e.g. Quake) (you yourself mention this), and lastly (c) DirectX has some more advanced 3D features than OpenGL.

      so we have a whole lot of reasons why companies use DirectX, and yet you still manage to somehow reach the fault conclusion that DirectX can't be clunky and hard to program? Your faulty logic is astounding. People use DirectX *in spite of* it being clunky and hard to program in. We develop virtual reality applications at our company, and we have a generic abstraction of a 3D API, behind which we have both OpenGL implementations and Direct3D implementations - the OpenGL one is LESS THAN HALF the number of lines of code than the Direct3D one, is MORE cross-platform (our Direct3D one, despite Direct3D supposedly being generic, has problems on most cards that are not nVidia-based), and the Direct3D one has taken more than twice has long to develop, because Direct3D is still overcomplicated, requires much more code, and has plenty of esoteric, strange undocumented "issues" (HRESULT hr returns "Generic error", anyone?)

      Don't make technical comments on something when you obviously don't have technical insight into it.

    26. Re:Isn't it obvious? by Anonymous Coward · · Score: 0



      Don't make technical comments on something when you obviously don't have technical insight into it.

      Sigh... a typical slashdot comment, from a typical slashdot user, that adds absolutely nothing to the conversation.

      our Direct3D one, despite Direct3D supposedly being generic, has problems on most cards that are not nVidia-based

      Funny, game developers don't seem to have that problem. I guess they must know something you don't.

    27. Re:Isn't it obvious? by spectecjr · · Score: 2

      That's my point. Think about why you don't get OpenGL drivers. It's because Microsoft stopped supporting OpenGL and basically forced graphics card vendors to support Direct3D.

      No, they stopped providing a software-rendered version of OpenGL. Graphics card vendors currently *do* support OpenGL, regardless of Microsoft's stance on it, so I'd love to know where you get the idea that they were 'forced'.

      ATI provide OpenGL drivers.
      nVidia provide OpenGL drivers.
      However, there's lots of cheap cards that don't.

      Simon

      --
      Coming soon - pyrogyra
    28. Re:Isn't it obvious? by TummyX · · Score: 1

      Ofcourse products like cygwin make Linux a subset of windows as well...hrm

    29. Re:Isn't it obvious? by mj6798 · · Score: 1
      Graphics card vendors currently *do* support OpenGL

      You misunderstood. Game developers can pretty much count on DirectX support for all graphics cards. You are not guaranteed to get OpenGL support for all graphics cards, even though some vendors still supply it. That's why game developers really don't have much of a choice but to develop to DirectX/Direct3D.

      Microsoft forced this situation by declaring their own, proprietary, inferior API the standard long after OpenGL support for Windows had come out. In doing so, they really didn't leave graphics card vendors a choice but to support DirectX. Once they did that, there was little incentive to develop support for OpenGL, and the smaller vendors stopped doing it. It's quite analogous to the bundling agreements: Microsoft makes you pay for something through bundling, and that removes the incentive to buy something better or from another vendor.

    30. Re:Isn't it obvious? by Kalani · · Score: 1

      Yes that's a problem isn't it? :)

      --
      ___
      The ends are ape-chosen, only the means are man's. -- Aldous Huxley
    31. Re:Isn't it obvious? by mj6798 · · Score: 1
      [COM interfaces] not hard to access from Fortran.

      Sure they are: Fortran does not have a concept of "objects" or "pointers". The only way you can make COM work under Fortran is via non-standard language extensions or obscure glue libraries.

      The point is that it's not implemented

      The point is that if COM really mattered in this application, Microsoft didn't have to invent a whole new API, they could have simply done the obvious COM binding to OpenGL.

      "Gaming" is not the primary purpose of DirectX

      Well, of course, it isn't anymore. After Microsoft tried to move everybody to DirectX, people didn't have much of a choice. And DirectX has accreted other functionality, like some audio I/O and multimedia stuff.

      How much Windows software have you written, exactly?

      Too much.

      Can you provide some specific examples of "fragmented" APIs?

      Just look at the range of graphics APIs Windows supports. Even if you look at DirectX itself, it is evolving so rapidly that it is very difficult to provide an independent implementation on other platforms. Contrast that with OpenGL, which goes through an orderly standardization process and has multiple, independent implementations.

      I'm not quite sure why this is so hard to grasp. Look at the long term evolution of Direct3D. It started off as complete junk, when OpenGL was already a mature 3D graphics API. Microsoft worked hard at replacing OpenGL, and they worked hard on improving Direct3D. The end result is that many years later, Direct3D is now almost as good as OpenGL was a few years ago, but it is a proprietary system completely controlled by Microsoft. This is not a desirable outcome for anybody but Microsoft stock holders.

    32. Re:Isn't it obvious? by Kalani · · Score: 1

      I think that we're arguing two completely different points here. I'm not claiming that OpenGL is a poorly designed rasterizer. That having been said ... I'll respond to the necessary points in your post.

      Sure they are: Fortran does not have a concept of "objects" or "pointers". The only way you can make COM work under Fortran is via non-standard language extensions or obscure glue libraries.

      You don't need objects or pointers but you do need compiler support. I've used OLE automation with Lisp ... Fortran is no big deal. :)

      The point is that if COM really mattered in this application, Microsoft didn't have to invent a whole new API, they could have simply done the obvious COM binding to OpenGL.

      It doesn't matter. In fact, what I brought up was dispinterfaces, not COM specifically. In any case, I said originally that it was a toy. I wasn't claiming that it's impossible to wrap OpenGL in the same way. I was claiming that Windows doesn't ship with scriptable OpenGL wrapper. That's all. Don't put words in my mouth (or fingers, as it were.) :)

      Well, of course, it isn't anymore [wrt: gaming being the primary purpose of DX]. After Microsoft tried to move everybody to DirectX, people didn't have much of a choice. And DirectX has accreted other functionality, like some audio I/O and multimedia stuff.

      They were using it for things aside from games before it became a "big hit." On a side note, pick a side ok? You said in your last post to me that DirectX is an uncessary "real-time" access layer for games and that was the premise that I questioned. Now you are ok with dismissing that premise but you go on with other arguments that are based on that premise (or dismiss your dismissal.)

      Just look at the range of graphics APIs Windows supports.

      The range? You mean the GDI and D3D? There's a huge difference between the GDI and D3D. The GDI is an abstract raster-device interface. The same routines that you use to manipulate device contexts can be used for printers, plotters, monitors, or whatever display device you make on your own. One part of the appeal of OpenGL/D3D is that they get around that abstraction. This is only useful for applications that require high-performance in this aspect. The other part of the appeal is that the objects can be written specifically with 3D rasterization in mind.

      Because of your talk about brilliant "software engineering" practices before ... I'm sure that you're not advocating that Microsoft develop DrawWireframe(HDC hDestDC, TRIANGLE* pAlignedTris, HOMOGENOUSTRANSMATRIX matCamera); alongside SelectObject(HDC hDestDC, HGDIOBJ hObj);. There's nothing inherently wrong with having two graphics subsystems so long as both serve different tasks.

      If you want a programming interface that can make use of OpenGL, GDI, DirectX, QuickDraw, QT, GTK+, or any other other drawing interface, you can always write it yourself. If Microsoft had designed their programming interface (the interface, not an access-control supersystem) to put strict limitations on what you could do (uh ... like not using the rendering capabilities of modern video cards) then I'm sure you'd complain about that (at least I would.)

      Even if you look at DirectX itself, it is evolving so rapidly that it is very difficult to provide an independent implementation on other platforms.

      Maybe difficult ... but not impossible. They didn't get it right until version 8. Still, if you're going to write your own implementation of each version leading up to that, at least you can break them off into seperate projects and let the calling program pick the appropriate project through its invocation of QueryInterface.

      In any case, I doubt that MS really wanted anybody to implement DirectX on other platforms. That's part of the idea of tying everything to the COM.

      Contrast that with OpenGL, which goes through an orderly standardization process and has multiple, independent implementations.

      Like the orderly standardization process for Lisp, or C++, or C? How well do those implementations generally work together?

      Not that those things are the issue ... it's OpenGL. The last I heard of the OpenGL standards body, there was some serious fighting going on over the direction of the programming interface. I've also heard that SGI has lost a lot of interest in it. They're just rumors in any case. The point of my original message was not to debate the relative merits of D3D over OpenGL. I was only stating that D3D is winning by its accessibility (being installed on every Windows system and being usable by everyone from actual graphics programmers to VB junkies.) Yes, part of this is just that Microsoft is behind it. Yes, OpenGL is a fine standard and I have enjoyed writing OpenGL programs in the past. If current trends continue though, OpenGL might not live much longer.

      --
      ___
      The ends are ape-chosen, only the means are man's. -- Aldous Huxley
    33. Re:Isn't it obvious? by mj6798 · · Score: 1
      I was only stating that D3D is winning by its accessibility (being installed on every Windows system and being usable by everyone from actual graphics programmers to VB junkies.)

      Yes, and I am pointing out that this is classic Microsoft strategy. It is particularly galling in this case because OpenGL already existed, was working, and was available on Microsoft platforms. Microsoft replaced a mature, open, working standard with their own immature proprietary system solely to further their own market position.

      Like the orderly standardization process for Lisp, or C++, or C? How well do those implementations generally work together?

      ANSI standard Lisp, C++, and C are useful, well-defined languages and libraries. I write most of my code in ANSI standard C++. System dependencies (like for Windows) are kept to a minimum and well-encapsulated.

      The last I heard of the OpenGL standards body, there was some serious fighting going on over the direction of the programming interface.

      Sure there is, as there should be. Standardization is never easy or quick or painless; that doesn't make it any less useful. Quite to the contrary: the output of standards bodies is in my experience much more consistent and complete than the ad-hoc interfaces produced by a single vendor.

      OpenGL might not live much longer.

      I fully agree. The question is: how did we get to this miserable state of affairs and what can we do about it. Quietly giving into Microsoft's corporate strategy is not the right thing to do, because once they have eliminated competitors, they control content and prices, and they stop improving their products.

      The best solution I can see is to go through portable, cross-platform intermediate libraries and API like SDL and OpenGL. In fact, this makes financial sense as well, since it makes software products more portable and less dependent on Microsoft's idiosyncratic strategic directions.

    34. Re:Isn't it obvious? by rseuhs · · Score: 1
      WINE allows people to keep writing software for Win32, and ignore the Linux. Is that what you want?

      First of all Wine lowers the entry barrier for Linux. If you don't believe me, just look at MS Office and IE:

      The first versions of Office had import & export filters for other popular office suites, it allowed people to keep writing documents for those other suites and ignore MS Office, right?

      IE implemented NS-plugins to be compatible. It allowed people to keep writing NS-plugins and ignore IE, right?

      Wine is the second most important project for Linux (KDE being No. one) FIRST we have to gain marketshare, THEN everybody will write native Linux-apps.

      Embrace & extend.

    35. Re:Isn't it obvious? by do!omite · · Score: 1

      Hey maybe you're right, but in my circle of netizens, quite a few run Linux for quake.

      I guess if you want to say that the majority use windows for games, you are prolly right, but you should read what Carmack has to say about OpenGL and Mac.

      He's targeting Mac bigtime, because he sees a future in it. In the not-so-distant future, I believe that a lot of gamers might switch to Mac after MS puts all their effort into a standalone system which is what we're seeing with this Xbox console.

      When MS supports Xbox more than any other product, you'll all wish you had switched! :)

      Just watch MS release MS Office for Xbox... and then just abandon the whole PC market.

      I wouldn't put it past em.

      ~dolo

      --
      **********
      If it says "Troll" on this post,
      I successfully annoyed a nerd herd! :)
    36. Re:Isn't it obvious? by FooRat · · Score: 1

      Sigh... a typical slashdot comment, from a typical slashdot user, that adds absolutely nothing to the conversation

      Uh, gee, it was only 5% of my post, the rest of which did add something to the conversation. Typical troll, cutting out and ignoring the 95% of a post which makes good points, and focusing all attention on the one sentence that doesn't. Seen that same-old technique used on Usenet by many a troll, year ago.

      Funny, game developers don't seem to have that problem. I guess they must know something you don't

      I guess John Carmack must not know what he's doing then - do a quick web search for his opinion on D3D vs OGL. That article may be oldish, and d3D may have improved, but all the basic arguments still apply, and capability bits are still there.

      Why don't you please TRY LEARN SOMETHING about the thing you are attempting to make comments about??!? There is a very specific valid reason why a Direct3D program tends not to work automatically on all cards - CAPABILITY BITS. But then, you're obviously just a troll, so what do you care about learning about real, technical, solid arguments such as why the existence capability bits and allowing every card to support any possible subset of functionality might make it EXTRA effort for game programmers to support all mainstream cards. Ask any game programmer who has done Direct3D, I dare you. Oh wait, I know, you know more than John Carmack now, because "this one buddy of yours works at this one game programming company hey and he says yadda yadda blah blah". Is it something like that? Or is more like, "I read this one thing in this one gaming magazine hey, and this guy he said yadda yadda blah blah". Whatever. You clearly have never written a single line of D3D-related code yourself. Until you have, put up or shut up. "Funny, game developers don't seem to have that problem" -- really, please point me the game developers who have not? Or is it just a bogus assumption that you keep trying to push to argue your point, in the hopes that repeating it over and over will somehow lend credibility to the statement?

    37. Re:Isn't it obvious? by mypalmike · · Score: 1

      Why bother? The value of DirectPlay provides a developer is still zero over socket programming.

      --
      There are 0x40000000 types of people: those who understand 32-bit IEEE 754 floating point, and those who don't.
    38. Re:Isn't it obvious? by ShaneB · · Score: 1

      Just a couple of points I would like to make to this post:

      1. OpenGL is available on every Windows platform "out-of-the-box". With nearly every update to all flavours of Windows there has been an update to the OpenGL DLL (aswell as the GLUT DLL)

      2. You want portability, try downloading the GL4Java libraries and write your 3D stuff in Java. You get all of the advantages of Java with only a MINIMAL drop in framerates. AND YOUR GAMES WILL RUN IN A JAVA2 SUPPORTED BROWSER!!!

      With the above to options, plus the fact that MesaGL is fairly stable and there are Linux GL4Java binaries and Java2 Development Kits for both Windows and Linux, why would you NOT support OpenGL

      - ShaneB

    39. Re:Isn't it obvious? by AndrewHowe · · Score: 2

      That's like saying TCP provides nothing over IP. Which is rubbish. Of course DirectPlay provides value, thats what it's there for.
      Also, socket programming is not going to help you connect via IPX, modems or serial connections.
      Please don't dis things you don't understand.

    40. Re:Isn't it obvious? by HalfFlat · · Score: 1

      I was burnt so bad by DirectPlay in DirectX 3, 5, 6 and 6.1 that I just don't trust Microsoft to write an API for opening a paper bag, let alone implement it.

      • The API was badly organised (jumbled up layers of abstraction).
      • It was undocumented at the wire-level.
      • It tried to abstract over things for which there were already abstractions.
      • It promised features that weren't implemented.
      • The features that were implemented were big-time buggy.
      • It exercised windows threading bugs.

      Add to this of course, that it was Windows-specific. Don't even think of trying to run a central server for a DX game on anything other than Windows. This one though was obvious from the start.

      I inherited a DirectPlay code base for the networking code I wrote. Due to time constraints and the lack of documentation describing how bad DirectPlay was, we stuck with it and ultimately used it as no more than a UDP clone - none of the other functionality was reliable. We would have saved months, literally, just by coding our own over the standard Berkeley socket interface, perhaps using the async I/O extensions. This is exactly what we did in the next game.

      I'm sure DirectPlay in DirectX 8 is much better. It would have to be. But I still don't trust it, and really fail to see the point of it. Why tie yourself to one platform unnecessarily?

    41. Re:Isn't it obvious? by Anonymous Coward · · Score: 0

      Try "opengl out of the box" in WindowsXP.

    42. Re:Isn't it obvious? by mypalmike · · Score: 1

      I guess writing the DirectPlay (version 3) code for a title published by Accolade constitutes something I don't understand...

      Hey, you can spend your time supporting the one person who wants to play your game using IPX. But who is he going to play against? His buddies all run TCP/IP. And to support that one guy, you'll need to write a guaranteed messaging protocol on top of IPX/serial/modem, since MS didn't bother. (Or maybe they figured it out by now. They promised it many times and failed to deliver with each version I saw...)

      When the publisher wants PS2/Mac/GameCube versions that interoperate, explain to them that it's not possible. Well, not unless you rewrite the networking code. ("Hey, it supports NULL modems!"). The go write the socket code. Spend your energy ($$$) digging through that old networking code, and replace it with something that will work on anything but Windows. And spend the time ($$$) to release a patch to the PC version so that it can interoperate with these other versions.

      "Of course DirectPlay provides value, thats what it's there for"??? Lemming. DirectPlay ties your game to the OS, and that is what it's there for.

      -=-

      --
      There are 0x40000000 types of people: those who understand 32-bit IEEE 754 floating point, and those who don't.
    43. Re:Isn't it obvious? by AndrewHowe · · Score: 2

      Hey, I never said anything was perfect. Yes, it ties you to Win32 platforms. That's the kind of tradeoff we make all the time as game programmers. You should know that. I was just pointing out that Microsoft themselves realised that DirectPlay was rubbish, and they rewrote it completely for version 8, solving many of the problems that you and others were complaining about.
      I guess if there was a good cross platform alternative, then maybe people would use that, but AFAIK there is not. Using sockets directly is not a direct alternative to DirectPlay, it's a direct invitation to a world of pain. You should know how much work is involved to get stuff not just working, but working robustly. Would you wish that on every developer?
      I'm a lemming? Haha! "Oh no!"
      Peace.

    44. Re:Isn't it obvious? by Anonymous Coward · · Score: 0

      I'll drink to that!

      Also there is the problem of cross-platformness: Age of Empires and Total Annihilation were unable to communicate between mac and windows because the developers chose DirectPlay.

  3. Drivers and improving releases by mopic · · Score: 4, Interesting

    Kudos to Cliff for not just taking the anti-MS-at-all-costs FUD from the questioner as gospel. DirectX improves a LOT with each release. DX3, or even 5, was a nightmare, but DX8 is pretty easy to use.

    The more significant reason is driver quality (from the hardware company), and the 3D-graphic card industry is so cutt-throat that even a momentary falter into, admittedly, a non-mainstream-for-games OS like Linux can be fatal. Of course, they COULD release enough specs to allow OS drivers... but there are trade-secret issues there (with actual hardware, that don't apply, in my mind, to software).

    1. Re:Drivers and improving releases by wimmi · · Score: 1
      DirectX improves a LOT with each release. DX3, or even 5, was a nightmare, but DX8 is pretty easy to use


      They probably got some advise from the X-Box techies, and put that knowledge back in DirectX?

    2. Re:Drivers and improving releases by NetGuruFL · · Score: 1

      Pretty much. DirectX 8 was a near complete overhaul by the folks at NVidia.

    3. Re:Drivers and improving releases by Anonymous Coward · · Score: 0

      I disagree. DX3 was pretty bad, but DX5 was nice, and that was before the X-Box project started. MS employs a lot of very smart guys who actually listen to developers. They may not have gotten the first few iterations right, but they learned fast.

      DX8 was pretty much tailored to the feature set of the nVidia chip going into the X-Box, so there is definately some influence there. But the basic API issues were fixed back in version 5.

    4. Re:Drivers and improving releases by masq · · Score: 2, Interesting
      Kudos to Cliff for not just taking the anti-MS-at-all-costs FUD from the questioner as gospel.

      It's not anti-MS FUD, the guy just wants to know why everybody limits the portability, and therefore possible marketshare, of their games by using platform-limiting products like DirectX. If you have a choice between something portable and forward-thinking, or something tied strongly to one system (even a very widely-used system), the intelligent thing would be to leave all possibilities open and not get tied down yourselves, since it doesn't affect your sales to the larger group and serves the smaller group better as well.

      And what's wrong with wanting games on Linux? Developers could be a lot more Linux-friendly simply by using tools which *include*, rather than *exclude*, this rapidly growing market. In my mind, game developers should start using cross-platform tools now, to position themselves for the day when Linux is a major player in the gaming market, even if it's only on the Sony Playstation with the Linux HD addon. Otherwise, we'll have coders who don't know anything but DirectX, and therefore prefer DirectX, because it's what they've been fed for so long, and thus can't get off Windows. Just like how my friend's mom only knows IE because it's what she's been fed by Microsoft, and fearfully refuses to even look at other browsers. If she'd learned Netscape first, she'd be more flexible and ready for change, as Netscape is more cross-platform, and she could take her familiarity with Netscape on Windows to her son's Linux box, for example.

    5. Re:Drivers and improving releases by Anonymous Coward · · Score: 0
      Developers could be a lot more Linux-friendly simply by using tools which *include*, rather than *exclude*, this rapidly growing market

      We'd rather use tools that include the possibility of an X-Box port. The PC market is cutthroat enough already, even on Windows. But on consoles for some weird reason, you can shovel people shit in a box and still make a profit. We'd rather keep that possibility open than appeal to a handful of Linux users who might actually purchase our games.

      we'll have coders who don't know anything but DirectX, and therefore prefer DirectX, because it's what they've been fed for so long, and thus can't get off Windows

      Most programmers in the game industry are experienced C++ users and don't really care what API they are dealing with. This is especially true of 3D games where the engine is already written. On a day to day basis we rarely have to touch the low level APIs.

    6. Re:Drivers and improving releases by spectecjr · · Score: 2

      It's not anti-MS FUD, the guy just wants to know why everybody limits the portability, and therefore possible marketshare, of their games by using platform-limiting products like DirectX. If you have a choice between something portable and forward-thinking, or something tied strongly to one system (even a very widely-used system), the intelligent thing would be to leave all possibilities open and not get tied down yourselves, since it doesn't affect your sales to the larger group and serves the smaller group better as well.

      That's very long term thinking. Which is great if you can afford to do that. But typically, developing for portability will increase your development time by 25%-33% - sometimes more. Which means that it costs that much more... and makes it much LESS likely to do it. If marketing can't see a reason to release on X Y and Z platforms, then they'll recommend only releasing it for platform X and keeping the rest of the money for yachts and booze.

      (Ultimately, in today's climate, portability is not a compelling argument for development teams to take to upper management - the profit margin's too low - remember; dev time is the most expensive part of making a game)

      Simon

      --
      Coming soon - pyrogyra
    7. Re:Drivers and improving releases by Anonymous Coward · · Score: 0
      A) How long is a typical game going to make significant amount of money (and I mean typical, not Doom or GT). 6 months? 1 year?
      B) What are the chances that the computer gaming software industry in the next X (where X=length of time answered in A) is going to have a significant switch away from Windows?


      Now put those together and you know why game companies could care less what un-portable api they use to do their stuff.

  4. Not Entirely... by keesh · · Score: 1

    The Half-Life engine can use OpenGL, as can the Quake ones. Okay, they're both fairly old, but with new versions of both under development OpenGL is far from dead...

    1. Re:Not Entirely... by Anonymous Coward · · Score: 0
      Actually, the Half-Life engine was just a tweaked version of the Q2 engine.

      Also, I don't think id has committed to a GL version of the Doom 3 engine yet, and Epic decided to make the Unreal II engine DX only. So the best we can say is that one of the next generation of engines might use GL.

    2. Re:Not Entirely... by Anonymous Coward · · Score: 0

      remember that the half life engine is a heavly modified version of the quake2 engine!

      the same for the soldier of fortune engine.

    3. Re:Not Entirely... by Anonymous Coward · · Score: 0

      If you guys don't stop saying Half-life is Quake2 I'm going to smack somebody. Its very clearly a Quake1 derived game. Just look at the map formats, map creation (note the lack of q2 features like detail faces, face properties, etc.) Hell the only difference in bsp formats is 24 bit color for lightmaps vs 8 bit mono.

    4. Re:Not Entirely... by Anonymous Coward · · Score: 0

      OpenGL is dead with every game based with nVidia cards they support much more with DirectX 8 and above then OpenGL can/will.

      Your big OpenGL card was the Voodoos but with 3dfx gone all that is left is nVidia and DirectX games...

    5. Re:Not Entirely... by Anonymous Coward · · Score: 0

      Sigh. The Half-Life engine is a tweaked version of the QUAKE 1 engine, not Q2.

    6. Re:Not Entirely... by Anonymous Coward · · Score: 0

      They licensed the Quake II engine from ID at a time when the Quake II engine wasn't complete. It still had a lot of nuances from QuakeI.

    7. Re:Not Entirely... by Anonymous Coward · · Score: 0

      I hereby declare "What Quake Engine Is Half-Life based on?" to be the lamest AC stairstep discussion of all time.

    8. Re:Not Entirely... by Anonymous Coward · · Score: 0

      OpenGL is dead with every game based with nVidia cards they support much more with DirectX 8 and above then OpenGL can/will.

      Please get a clue.

    9. Re:Not Entirely... by Anonymous Coward · · Score: 0
      Good OpenGL support from 3dfx?!

      ROTFLMAO!!!!!!!!!

      Ever heard of their "Quake only" miniGL drivers? The only thing 3dfx ever "supported" well was Glide!

      NVIDIA has been the biggest supporter of OpenGL on the PC ever! Unlike the other guy said, it isn't get a clue, its get a brain!!!

    10. Re:Not Entirely... by Anonymous Coward · · Score: 0

      Except what's funny about this post is the guy who said it was based on Quake 1 engine is a Half-life developer.

  5. Because... by Telek · · Score: 5, Informative

    When you only have 1 OS that you plan to sell your game on, why do you need something that is cross-platform? When 92% of home users run Windows, and many people who have linux also have a windows install for playing games, why would you put your extrememly limited money and time and effort into supporting something that's not needed? It's just like OS/2's problem. If they didn't support Windows applications, nobody would use their OS (even though it kicked ass), but if they did support it, nobody would natively develop for their OS because they didn't have to.

    And from what I've heard, DirectX is not clunky nor is it hard to program in.

    I think that once linux starts getting a much larger hold on the desktop, then we will start to see games being developed for more than one platform.

    That just made me think, is there such a thing as an OpenGL for gaming consoles? Imagine how much nicer it would be if you could program your game once for one API, and run it on PS2, N64, GC, etc, etc. That would be really kickass!

    --

    If God gave us curiosity
    1. Re:Because... by keesh · · Score: 1

      Why not get the other 8%? I would think that any PHB would rather get 100% of the market than 92%, and if you consider the number of computers out there it's almost certainly profitable to write proper cross platform code...

    2. Re:Because... by Anonymous Coward · · Score: 1, Insightful

      Have you ever heard of the economic concept of "Diminishing Returns"?

      That last 8% may not represent enough profit to make it economically viable to justify the cost of developing in OpenGL.

    3. Re:Because... by Anonymous Coward · · Score: 0

      Capturing that extra 8% of the market costs you more money than you can make from holding it. It's about profit, not about market control.

    4. Re:Because... by delta0 · · Score: 2, Interesting

      It's a conspiracy!!

      Companies like Sony and Microsoft and Nintendo all try to arrange contracts with the game companies that are exclusive... the contracts are worth more to the game companies if the developers then write for one platform exclusively. Some sort of Microsoft like corporate agreements, except there isn't a total monopoly. I don't think hardware manf. want an open framework, then they would loose that barganing ability.

      --
      --- Delta0.. makes no difference.
    5. Re:Because... by stikves · · Score: 1
      SDL has already been ported to consoles. Also I think proting mesa would not be so difficult.


      MESA is free software why don't you port it?

    6. Re:Because... by FrozedSolid · · Score: 1

      "Imagine how much nicer it would be if you could program your game once for one API, and run it on PS2, N64, GC, etc, etc. That would be really kickass!"

      They already have ported Mesa to Dreamcast. Supposably the Mesa code requires no changes and just compiles perfectly on DC... Maybe we're just one step closer to the universal API?

      When all freedom is outlawed, only the outlaws will have freedom

      --
      When all freedom is outlawed only the outlaws have freedom
    7. Re:Because... by NutscrapeSucks · · Score: 0, Flamebait

      Well most popular games are ported to the Mac eventually (call it the other 7.5%, although it's probably higher than that for the home market).

      When you have a game that the publisher knows is going to be a big hit, like say Quake 3, it probably makes financial sense to build a portable engine up front and release simultaniously on Windows and Mac.

      The problem is that most games aren't sure hits at all - something like 90% of titles lose money, in which case additional portability/porting costs are pointless.

      --
      Whenever I hear the word 'Innovation', I reach for my pistol.
    8. Re:Because... by Telek · · Score: 2

      not if it costs you 10% more money to increase your sales by %8.6. If you have to put any more development time into it, I doubt if you'd recoup the money. Especially since you're porting to something in which the OS is free, and most likely you have less paying customers per capita than you do with the other 92%, I think you'd be hard pressed to make your money back.

      --

      If God gave us curiosity
    9. Re:Because... by Anonymous Coward · · Score: 0

      Windows has more than 92%. Besides, most linux users double boot anyway, so what's the loss?

    10. Re:Because... by Trepidity · · Score: 1, Flamebait

      Because most of those 8% dual-boot Windows to play games, and most of the ones who don't are the sort who don't want to play games anyway. Porting to Linux might get you a 0.5% to 2% sales increase, judging by previous ported games, which simply isn't worth the cost.

    11. Re:Because... by deppe · · Score: 1

      >When you only have 1 OS that you plan to sell
      >your game on, why do you need something that is
      >cross-platform?

      Because in the game industry, you really can't tell if you are going to get a publishing deal for a certain platform. For most developer houses, a title is not locked to a certain platform from the start unless they are ABSOLUTELY SURE that they will ship the game for PC or a certain console.

      And even then, most game developers use some kind of inline wrapper library or other toolkit to be able to make the switch should you get a publishing deal for say PS2.

      The same process applies to art and 3D creation. In the beginning of the development, poly counts are usually held back a bit and textures are scaled down from higher-quality originals so the game can fit into a lot of possible configurations at first. Poly detail is then boosted again once you know what to concentrate on.

      This is the reason many companies choose early one to license a complete engine with many rendering backends that simplifies delaying the platform choice, it's just the right way to go for most companies.

      It's not about OpenGL vs. DirectX, it's about being able to deliver the title on schedule, for the platform you have a contract for. Use whatever works.

      Just my 0.1 SEK.

    12. Re:Because... by Anonymous Coward · · Score: 0

      Its not a conspiracy, its just business. Microsoft has the money to pay large developers to use their products, so they do.

      They know they'll get an excellent ROI a few years down the line when their competitors are gone. The large developers get an extra source of income in a incredibly cut throat market.

      The only people who lose are the game players and the smaller developers, neither of which are involved in the deal.

      I never understand why people attribute to conspiracy that which can be easily explained by a simple "Everybody (who matters) wins" business deal.

    13. Re:Because... by Phroggy · · Score: 1

      That just made me think, is there such a thing as an OpenGL for gaming consoles? Imagine how much nicer it would be if you could program your game once for one API, and run it on PS2, N64, GC, etc, etc. That would be really kickass!

      Microsoft wants the API to be DirectX, and the gaming console to be the X-Box.

      --
      $x='S24;r)>63/* h@<5+oZ)32"5cz';$me='phroggy'x$];
      $x=~y+ -xz+\0-Tx+;print$_^chop$me for split'',$x;
    14. Re:Because... by Telek · · Score: 2

      Good call. You see, those are the comments that deserve moderation points. Not those cheezy one liners and the people who happen to say something vaguely interesting (but mainly just repeating what was said in the post) within the first 20 posts.

      Hmm, I've never tried this "No Score +1 Bonus" thing, wonder how it works? ... You mean all it does is take away my +1 bonus? Why would I want to do that? In case I know that I'm posting a troll and want to only be able to get -2 instead of -3? Strange...

      --

      If God gave us curiosity
    15. Re:Because... by Anonymous Coward · · Score: 0

      When you write for consoles, you're writing for a particular (documented) set of hardware with specific memory and graphics architectures, and you want to squeeze every bit that you can out of the particular architecture you're writing for. If you write something to run on multiple consoles, you run into the problem of writing to the lowest common denominator. Something that runs on N64 wouldn't make full use of the PS2's capabilities for instance. That and you've just multiplied your opportunity for bugs.

  6. Somebody get John Carmack on the phone! by Anonymous Coward · · Score: 0, Offtopic

    He is probably one of the only guys that could answer this question completely, honestly, and without any hidden agenda.

  7. Already limited to one OS by interiot · · Score: 2
    • If DirectX ... limits the game to being sold on only one OS, WHY do so many programmers use it?


    To be competitive with other upcoming games, a game must be written specifically for one platform anyway. Every decent game that's come out has taken a month or two to port to another platform.

    1. Re:Already limited to one OS by geekster · · Score: 2, Informative

      Why must is be written with one platform in mind? Why not use SDL and OpenGL (if you need 3D). Put the Windows, Linux etc. executables on the same cd and what is there to loose? If the games sells poorly for linux the same package could just be sold to a windows user.

    2. Re:Already limited to one OS by ckd · · Score: 2
      To be competitive with other upcoming games, a game must be written specifically for one platform anyway. Every decent game that's come out has taken a month or two to port to another platform.

      Well, I guess we know how you feel about Quake III then, since it was a simultaneous release (even if the retailers and distributors, understandably, worked harder to get the Windows version on the shelves than either of the other two).

    3. Re:Already limited to one OS by ekidder · · Score: 2

      No it wasn't. The Windows version was released a month before the Linux version. I remember Carmack asking people to please, for the love of all that is holy, wait for the Linux version to be released.

    4. Re:Already limited to one OS by Anonymous Coward · · Score: 0

      Linux isn't the only non-windows OS, you know.

      Although the fact that they use a "clicky-clicky" interface, Macs get just as many (if not more) of the commercial games than linux and just as fast too.

      As for quick porting: the Myth series was pretty darn quick between Mac and Windows (although linux was a bit tardy).

  8. Cross Platform isn�t Relevant by sucko · · Score: 1, Insightful
    It seems logical (to me, at least) that programming as portably as possible, as simply as possible, and using standards where possible, leaves a lot more sales options open for the future... and DirectX seems to close all options *but one*."

    A game's life is very short. Keeping options open for the future isn't important because there isn't a future to speak of. The other platforms just aren't large enough to do the extra work necessary. Cross-platform programming isn't free. The price is time, and when you're trying to get a game out the door, time isn't on your side.

    1. Re:Cross Platform isn�t Relevant by Anonymous Coward · · Score: 1, Insightful

      >>A game's life is very short.

      Uh.. Ultimate Online, EverQuest, tetris...

    2. Re:Cross Platform isn�t Relevant by sucko · · Score: 0

      There are exceptions. The grand majority of games rise and fall in a very short space of time.

  9. huh? by KL1NK · · Score: 1

    did sgi merge with amd or something? no? then why is the amd logo on this story?

    1. Re:huh? by Anonymous Coward · · Score: 0

      AMD is member of the OpenGL ARB (Architectural Reviewer Board) www.openGL.org

  10. open GL? by oPless · · Score: 1

    With the advent of DirectX 8 openGL has a worthy competitor.

    So why then, has is it so hard to use?(so I hear)

    OpenGL, probably the easiest api I've used. Nice and clean, simple, and CROSS PLATFORM. Couple with SDL and openAL you have something that beats the directX technology into a cocked hat.

    But why don't games use it?

    They do not *CARE* about cross platform, or whatever us open source geeks want, so no linux games.

    Sure cross platform is one of my goals, whenever I write something. But when your audience is either windows or console its much easier to have a engine porting project, than make it opengl.

    We must also take note, that open GL wasn't designed for games, directx was. Our current obscession with opengl is probably to do with carmack and quake.

    And to be honest, windows (graphics)drivers for opengl have been pants upto a year ago, where as directxs been a gaming api since 95ish

    Now can we shut up about opengl and directx please ?

    thx gg pld bye

    1. Re:open GL? by Anonymous Coward · · Score: 0

      OpenGL was designed to be a good/robust API for real time 3d applications.
      game's is just one of the _MANY_ applications that use 3D.

      pff
      and DirectX is usually juts used for setting up the monitor/resolution.

      before you (the ones that post) start posting things as facts to confuse readers, please double check what your posting.

      And there are only 2 big ihv's in the biz right now, and that's ATI and NVIDIA.
      and both of those companies provide robust implementions of there hardware to an OpenGL interface.
      and with OpenGL they can try out new stuff and there own ideas that often get canned by the review board for Direct3D.

    2. Re:open GL? by Anonymous Coward · · Score: 1, Insightful

      btw,
      games often use DirectX release 8
      not because it's features.
      it's cause there publishers require them to use it.
      heh
      often when you work at companies, they require you to confirm to variuos stupid practices..
      well that's one of them.
      you have to remeber, most people are corporate whores.
      hence linux not catching onto main stream so quickly. cause people are whores like that, they always want big name stuff, etc..

    3. Re:open GL? by Anonymous Coward · · Score: 0

      "Now can we shut up about opengl and directx please ? "

      How arrogant. Now that YOU have spoken everyone else is supposed to shut up.

    4. Re:open GL? by jdheglund · · Score: 1

      Yes, OpenGL may be "CROSS PLATFORM" as you so nicely put it, but it is limited to what type of graphics card you have. Each new graphics card that you want to be compatible with a game, you have to write new code for! That REALLY bites.

      DirectX is supported by almost every graphics card under the sun, and by using directX, you write code for a platform rather than for a particular graphics card.

      Also, when you think about it, game sales would decrease significantly writing in OpenGL, because the hardware requirements for the game are so specific. If you use DirectX you broaden your horizions, but you are limiting yourself to one OS.

  11. How well is it supported by the video cards? by stripes · · Score: 3, Interesting

    How well is OpenGL supported by the video card drivers? If it is slower or buggier then DirectX then people won't be so thrilled to use it. Remember non windows boxes are less then 10% of the market (Apple had 5% at the start of the year, I doubt Apple+Apple's growth+Linux+BSDs can top 10% -- if the PS2 or GameCube use OpenGL my 10% guess is wrong though).

    Plus DirectX handles input, and some non-graphical output. And I think sound. As far as I know OpenGL only does drawing.

    OpenGL is what Apple recommends using for 3D game on their platform (at least under OS X), but they have their own APIs for sound and input, and hopefully force feedback (and one would hope that to the extent that DirectX "got it right" Apple copied it). So OpenGL isn't dead, unfonturely it give MS an even bigger reason to fight it.

    1. Re:How well is it supported by the video cards? by thegrommit · · Score: 1

      if the PS2 or GameCube use OpenGL my 10% guess is wrong though).

      Oni is an OpenGL game that was simultaneously released for PC, Mac and PS2.

  12. OpenGL on the Mac by Ford+Fulkerson · · Score: 5, Informative
    One place where OpenGL has found a new home is the Mac OS, and especially Mac OS X. Since DirectX is not available, and Apple has abandoned it's older QuickDraw 3D technology, OpenGL is the only game in town to 3D games on the Mac.


    Nowadays it seems that more and more new games are scheduled for release on the mac and pc simultaneously (or more often: the mac version released shorty after the pc version) Since most pc games are using DirectX, it's apparently not too hard to port them to OpenGL.


    Come to think of it, the companies that are porting games to Mac OS are probably the ones that would be best at making linux ports. By porting the games to SDL they suddenly have a port that runs on two platforms.

    --

    Somewhere in the heavens... they are waiting.
    1. Re:OpenGL on the Mac by Anonymous Coward · · Score: 0

      Yes, it's not really that difficult support both DirectX and OpenGL if you code portably (which makes better code anyway.) Where I work we use DirectX for the Windows version of our game, and OpenGL on the Mac. In fact, there's only like 5 source files in the entire program that are platform dependent.

    2. Re:OpenGL on the Mac by Jonny+Ringo · · Score: 1

      The company that ports all the cool game to the mac (like the sims) is "Aspyr Media" http://www.aspyr.com/. If we could only convince them to do linux as well.

    3. Re:OpenGL on the Mac by Anonymous Coward · · Score: 0

      Portability is a dream with openGL on macOS.
      I made a (fairly small) game in MacOS X and wanted to port in to MacOS 9. I had to change the new line characters in the level file and ONE LINE OF CODE (the name of the header file).
      To port to linux required the glut library installed and again, getting the name of the header file.
      Even though some features are unavailable in some OSs (e.g. warping the mouse pointer and changing resolution) it still makes porting easy.

  13. Because of two things... by G-funk · · Score: 3, Insightful

    1. DirectX is changing. It's updating, moving with the times, and incorporating new developments in graphics card technology in a standard way, there's features some cards don't support, but they're parts of directx, and they'll be on future hardware. On OpenGL, if you use the nvidia extensions, they're not going to be there on ati cards, even a few generations down the track when the same features are standard across platforms.

    2. Since dx5, it's been a good environment. It took MS a while to get it right, but they're constantly updating it, which yes, means there's a continual learning curve, but that's what makes game programming the fun it is! OpenGL is controlled by comp scientists, DX by money, which means DX will always be quicker off the line with the features developers and customers want.

    I know that MS makes it, and as a whole, MS is bad, but the company's tactics don't make the technology suck, and joe sixpack who wants to just go play unreal doesn't care if MS bundles ie to make his life easier or to kill netscape, cause it makes his life easier. There's one constant in life these days- people as a group, are cronically and terminally lazy. Most people view money less important than effort, and even their time less important than effort... Somebody would rather take 2 hours to do a 15 minute job if it makes it seem like less work to them.

    </rant>

    --
    Send lawyers, guns, and money!
    1. Re:Because of two things... by dinivin · · Score: 1

      On OpenGL, if you use the nvidia extensions, they're not going to be there on ati cards...

      Then why does my Radeon have GL_NV_texgen_reflection as an OpenGL Extension?

      Dinivin

    2. Re:Because of two things... by spongebob · · Score: 1

      Part of your extension argument is true, but the biggest benefit I see to using OpenGL is that I can write my own extensions and I don't have to wait for M$ to add them into the D3D API. I think that directX is great, and I can use All the good stuff of DX with OpenGL for my 3D code easily. The reason is that people are just lazy.

    3. Re:Because of two things... by Anonymous Coward · · Score: 0

      Either because nvidia created it and it was absorbed later into OpenGL, or ATI thought it was a darn good idea and designed the extension into their Radeon.

  14. I like OpenGL by VoidVector · · Score: 1

    I believe DirectDraw is supported in just about any video card that's there. Unfortunately, D3D and OpenGL both require hardware accel in games (I haven't seen any major game that has software D3D or OpenGL).

    I believe on other reason that DirectX triumphs is because it support those other stuff, such as DirectSound, DirectPlay. Developer will have to use those things even if they choose OpenGL as the gfx API.

    Personally, I have a GeForce2 MX. It runs OpenGL stuff a hell lot faster than D3D.

  15. OpenGL is on the way out. by nemesisj · · Score: 1

    I was under the impression that OpenGL has been on the way out since Unreal came out and it was obvious that they didn't care at all about their OpenGL implementation. When a game that was supposed to be technology leader doesn't care about OpenGL you've got problems. Besides id Software, nobody cares about portability or using any API besides DirectX. The reason OpenGL used to be so important was because DirectX was still in its infancy, and because many video cards ran OpenGL better and faster.

  16. Why? by Carik · · Score: 1

    Why do they only write for one OS? Because games only SELL for one OS. Yes, those of us who use linux use games from Loki... but most retail stores don't carry them anymore, because no one buys them. In the past few months I've visited 8 or 10 software stores, and only one had anything on the shelf from them. Most had very little for Macs.

    If you want developers to use protocols which are easy to port, give them a reason: start buying games that run on your OS of choice. Even if you don't especially like the game, those dollars give a much more important message than a similar number of posts to message groups.

    -Carik

    1. Re:Why? by Anonymous Coward · · Score: 0

      that's nonsense - PC games sell like shit. Check out the numbers for PlayStation, PS2 and Gameboy - PC, MAC etc are a complete disaster by comparison. I can only wonder why developers bother with the PC at all. This situation MAY change with X-Box - to the detriment of everyone who doesn't want MS shoving their products down our throats. Time for MS to be broken up? NOW!

    2. Re:Why? by Anonymous Coward · · Score: 0

      PC games make lots of money, but it's the "Who Wants to Be A Millionare" and "Pro Bass Fishing IX" and "Star Trek Screen Saver Collection" type stuff that sell. All of the lame quake rip-off 3d stuff goes right in the toilet, with maybe 3 exceptions.

    3. Re:Why? by Anonymous Coward · · Score: 0

      I would have been buy all my linux games from the retail store...

      I went into the store every day for two weeks.. and they kept saying the linux version of quake 3 would be in stock soon...

      then I went on holiday for a week, came back and the store told me nobody bought it so they sent it back. If they really got the game in stock, they only kept it for a few days.

  17. DirectX doesn't suck anymore by gblues · · Score: 4, Interesting
    If DirectX is so hard to program in, so clunky to use, and limits the game to being sold on only one OS, WHY do so many programmers use it?
    Because DirectX is not so clunky to use anymore. Sure, it was a pain in the ass in its first few incarnations, and Direct3d was a joke in DirectX 2.0-5.0, but DirectX 8 is the ONLY API that will let programmers take full advantage of that GeForce 3 (or GeForce 1 or 2 for that matter) without any extensions needed. For OpenGL 1.2, if you wanted extra features beyond the spec, the driver writer has to implement it as an extension. This puts developers right back in 1993, having to write specific interfaces for each video/sound card.

    OpenGL 1.3 closes the gap quite a bit, but DirectX 8 still has a higher featureset and will gain more features sooner than OpenGL will.

    It seems logical (to me, at least) that programming as portably as possible, as simply as possible, and using standards where possible, leaves a lot more sales options open for the future... and DirectX seems to close all options *but one*.
    Game programmers don't give a rat's ass about portability. All it has to do is run on their target platform at an acceptable speed.
    1. Re:DirectX doesn't suck anymore by Anonymous Coward · · Score: 0

      NVidia fully documents their extensions.

      Using an OpenGL extension is just a function call and no harder than using any other OpenGL function!

      DX8 also does NOT give you full control over the hardware. It specifies a generic function set, which doesn't address the full capabilities of the newest cards. NV adds capabilities faster than MS updates DirectX. NVidia hardware is actually more flexible than DX8; numerous functions have extra options that DX8 disregards.

      There's nothing wrong with extensions! You also don't have to rewrite for each card when NV is the only game in town. Everyone develops on it because the other companies lag behind.

    2. Re:DirectX doesn't suck anymore by Anonymous Coward · · Score: 0

      If you write games to the OpenGL 1.2 spec only, you are an idiot. You will not be taking advantage of the useful extensions available, and that handle much of the stuff that dx does.

      OpenGL has a huge assortment of extensions that are standardized, if not official, and game programmers make use of them. No reason not to.

  18. Show 'em the money by TVmisGuided · · Score: 2, Insightful

    You're not going to find many altruistic coders or designers working for companies that put boxed games on the shelves at Egghead or Best Buy (sidenote, that last is most definitely an oxymoron. But I digress.)...game programmers who work for big software houses are in it for the bucks, and the only OS/platform that they see as paying the bills is WinXX. So they write for WinXX, and right now, that means primarily using DX APIs. If there were a bigger demand (read: potential revenue stream) for other platforms and OSs, OpenGL would probably make more sense to them...and I'm willing to bet my lunch that the games that are still OpenGL-capable have also been ported to the Mac platform (not that I've looked, since I don't own a Mac, ergo don't need to examine the offerings for it).

    In short...DX makes more economic sense, simplicity of coding notwithstanding.

    Just my two cents' worth...save up the change for a root beer float or something.

    --
    All the world's an analog stage, and digital circuits play only bit parts.
  19. Drivers for all cards by MrJones · · Score: 1

    I thing that this must be the reason.
    You can play Giants even if you have a Geforce3 or a Riva 128.
    Also as Cliff mentioned, regular releases of DirectX make you fell that this thing is evolutioning and that you always have a "better" version.
    The question is: Will Quake IV use DirectX or OpenGL?

    --
    Get my e-mail after a captcha test in: http://tinymailt
    1. Re:Drivers for all cards by PygmySurfer · · Score: 1
      The question is: Will Quake IV use DirectX or OpenGL?


      Neither, there isn't going to BE a Quake IV.

    2. Re:Drivers for all cards by Anonymous Coward · · Score: 0

      You need to keep up. id annouced Raven was doing this project at QuakeCon.

  20. a bit Offtopic, I know... by G-funk · · Score: 1, Offtopic

    ...But this is the first (well second now) time I've posted since the move to 2.x.... And I was suprised to see my comment was no 2323220980...whatever, something long...

    Have we lost the FP dickheads now you can't see which is first? Will that cause the space-time continuum to collapse in on itself?

    I'm gonna cop it for posting offtopic and fair enuff, but I just had to say it, and at least I've got the balls not to post this anonymously.

    --
    Send lawyers, guns, and money!
    1. Re:a bit Offtopic, I know... by abe+ferlman · · Score: 1

      You can still get fp, you just have to know how to subtract to be sure :)

      --
      microsoftword.mp3 - it doesn't care that they're not words...
  21. Coding cycle by Andor · · Score: 1

    In addition, code reuse is not necessarily a priority in game coding. Your game has to the meanest fastest around. If you have to sacrifice code reuse for that, it doesn't matter.

    1. Re:Coding cycle by spongebob · · Score: 1

      He man that's not true at all. The bottom line is games is that your app works and the people who buy it don't call tech support to complain about why it doesn't work.

      This is the reason people use DX, because it provides an emulation layer for any feature that is not supported or accelerated on any one user's card. Given that there is an nearly infinite number of people with completely different hardware configs, I would say this is a good thing.

      A typical developer loses all the profit that the dev house earns in royalties when someone calls tech support. Notice I said dev house, not Publisher. That comes out to about $1.50-$3.00 per copy of game sold. Those guys don't get squat! But they surely want to know that they can cut ouot alot of the lamers by using an API that will allow them not to worry over an individual config.

    2. Re:Coding cycle by Anonymous Coward · · Score: 0

      This is the reason people use DX, because it provides an emulation layer for any feature that is not supported or accelerated on any one user's card.

      Nonsense. If a feature isn't supported, do you really think a games programmer allows it to fall back on a slow software implementation provided by DX?

      You check for availablity, and if it's not there you don't use it,

    3. Re:Coding cycle by greenrd · · Score: 1
      Pay attention. OpenGL is a "card-independent" API, too (well, as much as it's possible to be).

    4. Re:Coding cycle by Anonymous Coward · · Score: 0

      The irony being that Microsoft's only arguement for Direct3D originally was that it DIDN't do software emulation of features your hardware didn't support. OpenGL did. Direct3D had cap bits; software emulation was either all (software driver) or nothing.

    5. Re:Coding cycle by spongebob · · Score: 1

      Well whether you like to think of your "Rockstar" gaming gods as people who make a living off thier games or not is your problem. I am telling you this based on 3 years of working with the API.

      How many people do you really think run out to spend $300 on the latest Nvidia chipset?

      not many compared to the number of people who own PC's and play games on them.

      Add to that the number of people who read the minimum system requirements before they buy a piece of software.

      You combine those two factors together and you quickly surmise that most people don't run gigahertz processors and most people don't have Geforce vid cards.

      We still want thier money two....

      For that reason DX is the preffered API.

  22. Yeah right... by High+Elf+Pyrion · · Score: 1

    He went into a software store that was lacking copies of Tribes 2?! Gee, all this time I was lead to believe that Tribes 2 wasn't selling all that great...

    1. Re:Yeah right... by MrDolby · · Score: 1

      If you think that tribes 2 is selling well because of linux support then your in for a big surprise.

    2. Re:Yeah right... by kuiken · · Score: 1

      Hey i wanted to buy it here in .be, went to the store and saw i had 2 options :

      1)Buy windows version.
      2)Order linux version wait a few weeks and then pay over 25$ more for it.
      Since i didnt even realy want the game but had some money to spend on a good cause( linux gaming)
      I didnt buy any version (yes +60$ is to much for any game )

      When i asked in the store about it they told me Suse(SuSE used to distribute Loki games) stoped selling directly to them and they had to order them straigt from loki and i was paying the shipment since they would only order one copy.

      --

      42
  23. Actually, Nvidia releasing new OpenGL in days by waytoomuchcoffee · · Score: 5, Informative

    The upcoming Detonator 4's (supposed to be released last week, now "very soon") will support OpenGL 1.3. A good sign, as they are the major player right now. This includes:

    Cube map texturing -- for higher quality environment mapping and lighting support
    Multisampling -- for order-independent anti-aliased rendering of points, lines and polygons
    New texture modes that provide more powerful ways of applying textures to rendered objects:
    Texture Add Environment mode
    Texture Combine Environment mode
    Texture Dot3 Environment mode
    Texture Border Filtering mode
    Compressed texture framework -- to allow higher quality textures in less memory regardless of file format

    1. Re:Actually, Nvidia releasing new OpenGL in days by Anonymous Coward · · Score: 0

      Speaking of Detonator 4's, I've been using the beta release 12.90 of Detonator 4 for the last few days, with a GeForce2 MX on a VIA KT133/Athlon, and it solved my problem with DVD video quality, as well as giving a 15% performance boost in 3DMark2001 (but only a 0.56% boost in 3Dmark2000).

    2. Re:Actually, Nvidia releasing new OpenGL in days by complex · · Score: 1

      fyi: gaming geek sites are monday (tomorrow) is the day. they will squeeze anywhere from 0 to 15% more fps from any nvidia card, so grab 'em!

      complex

    3. Re:Actually, Nvidia releasing new OpenGL in days by Anonymous Coward · · Score: 0

      Yeah, but aren't there concerns that the drivers were tweaked to perform on the benchmarks, thus rendering the benchmarks worthless?

    4. Re:Actually, Nvidia releasing new OpenGL in days by CapnMatt · · Score: 1

      Turns out this isn't entirely true. It was a mistake by the dev team that they were releasing in a few days. It'll actually be a few more weeks. :(

      See here for some info:
      http://www.nvnews.net/#998104819

      --
      --- Cum catapultae proscriptae erunt tum soli proscripti catapultas habebunt
  24. XBox by SubtleNuance · · Score: 4, Insightful

    With XBox drawing near, and XBox's adoption of Direct** APIs - we can seriously expect to see this trend accelerate.

    MS is providing a bridge, via XBox for PC games programmers to get their apps on a console. If the rumours that consoles are the sole future of gaming are correct - then we can expect to see our PC Game developers very happy to have this new area to sell to.

    But, considering this, what does this say *REALLY* about M$ and its XBox? Arent they in fact cutting off PeeCee sellers from a market - the would-be-desktop-computer gamers market? Isnt M$ REALLY competing with its own customers in this case? With M$ focusing on realeasing a box themseleves - wont that mean decreased sales for their own customers?

    I see M$ XBox as being its most obviously brazen move yet. I understand M$ has been into hardware for sometime, but brand-ed mice and keyboards arent at this level.

    What does this have to with directX? It means that once again, M$ is using their weight in one market (pc gaming os) to move into another (console manufacture). I really wonder what Compaq, IBM and Micron think about this, wont this mean a drop in their sales of Electronics-boutique level machines?

    Imagine for a moment, with Sony talking about making PS2 a Linux Computer (with HD, Keyboard, Mouse etc) wont this invite M$ to do the same? Will the XBox become a "Microsoft Desktop Computer"?

    With PC developers looking at the XBox as an opportunity to expand their marketplace - you can bet they are not going to be too eager to use OpenGL and cut themselves off from the XBox-platform.

    1. Re:XBox by gini_ · · Score: 1

      >With PC developers looking at the XBox as an opportunity to expand their marketplace - you can bet they are not going to be too eager to use OpenGL and cut themselves off from the XBox-platform.

      And I bet ISV:s commited to XBox really appreciate the way MS is going to bundle their *own* games with XBox. Oh well, it's not out of my pockets.

    2. Re:XBox by Anonymous Coward · · Score: 1, Interesting

      wait a minute. I thought Nvidia has stated that there will be full OpenGL for the XBox?

    3. Re:XBox by Anonymous Coward · · Score: 1, Funny
      With XBox drawing near, and XBox's adoption of Direct** APIs - we can seriously expect to see this trend accelerate.

      How can this trend accelerate? Somehow are more than 100% of commercial games going to use DirectX?

    4. Re:XBox by Anonymous Coward · · Score: 0
      For what it is worth, I recall an article in the August 2000 Dr. Dobb's Journal in which a Microsoft engineer mentions that NVIDIA is planning on supporting OpenGL on the Xbox.

      I haven't heard anything directly from NVIDIA about this, however.

    5. Re:XBox by richard-parker · · Score: 1
      [Oops, didn't indend to post AC]

      For what it is worth, I recall an in the August 2000 Dr. Dobb's Journal in which a Microsoft engineer mentions that NVIDIA is planning on supporting OpenGL on the Xbox.

      I haven't heard anything directly from NVIDIA about this, however.

    6. Re:XBox by Phroggy · · Score: 1

      But, considering this, what does this say *REALLY* about M$ and its XBox? Arent they in fact cutting off PeeCee sellers from a market - the would-be-desktop-computer gamers market? Isnt M$ REALLY competing with its own customers in this case? With M$ focusing on realeasing a box themseleves - wont that mean decreased sales for their own customers?

      When has Microsoft ever hesitated to screw their customers?

      --
      $x='S24;r)>63/* h@<5+oZ)32"5cz';$me='phroggy'x$];
      $x=~y+ -xz+\0-Tx+;print$_^chop$me for split'',$x;
    7. Re:XBox by yancey · · Score: 1

      Boycott XBox and watch M$'s stock price tumble.

      --
      Ouch! The truth hurts!
  25. OpenGL and DirectX in simulation apps by Anonymous Coward · · Score: 3, Interesting

    Just an observation here. I was in South Africa last year, working with some companies in the simulation/training market. Most of them are developing their apps for DirectX--OpenGL was not used much at all. When I asked why, I was told that the reason is that DirectX apps will run reliably on cheap Windows boxes, which is what they're using; OpenGL is seen as something running on high-end UNIX machines. I wonder how widespread this viewpoint is?

    1. Re:OpenGL and DirectX in simulation apps by emn-slashdot · · Score: 3, Insightful

      fairly widespread, but people are starting to see the light.

      a co-worker of mine has a buddy that does simulations of large ceramic ovens. They used OpenGL for visualization on SGI machines for over 15 years. When they realised they needed to upgrade thier system they were faced with 2 choises: a linux cluster with OpenGL (MesaGL) or a Windows cluster with DirectX. After a demo on of each on identical hardware, they got 2x the performance on the Linux cluster. They went from starting a simulation in the morning and getting the results the next morning to starting one before lunch and having it ready before they got back :)

      If OpenGL will do what you expect it to be needed to do, use it on Linux. It's awsome. It will rock your world (especially on 2.4 linux SMP machines)

      --
      -EvilMonkeyNinja
      Mild Mannered Host by Day
      Wild Hammered Programmer by Night
    2. Re:OpenGL and DirectX in simulation apps by Anonymous Coward · · Score: 0

      Simulation of what? Heat transfer? Flow patterns? Thermal conductivity? None of those things have anything to do with OpenGL or DirectX. So if it was "2x the performance" was any of it to with OpenGL? Or is your model so huge that it really takes 24 hours to say... rotate it once? That defeats the purpose of visualization doesn't it?

    3. Re:OpenGL and DirectX in simulation apps by Anonymous Coward · · Score: 0

      Did you do 3d modeling of their flame throwing cars? That would be cool.

    4. Re:OpenGL and DirectX in simulation apps by DGolden · · Score: 3, Informative

      There are well defined, cross-platform Fortran and C bindings for OpenGL - so if they *were* doing CFD or heat flow visualisation, then OpenGL is the most likely choice. Also, all really high-end cards are OpenGL first, DirectX second - they tend to be geared towards very large numbers of triangles necessary for scientific visualisation and modelling work, not the big textures abnd relatively low poly counts found in games, anyway, so OpenGL is the logical choice.

      Direct3D means you basically have to use MS VC++ and COM on windows. I know that, in theory, you can use the COM objects from other languages with COM bindings, but that's painful.

      --
      Choice of masters is not freedom.
    5. Re:OpenGL and DirectX in simulation apps by Anonymous Coward · · Score: 0

      They were calculating the sperm flow of marlyn manson while he masturbated with legs around a security gaurd

    6. Re:OpenGL and DirectX in simulation apps by SuperLiquidSex · · Score: 1

      Wait, umm whats the point of using opengl or directx if it's NOT realtime?
      OR are they changing the lengths of their simulations?

      --
      Oops....you'll know what I'm talkin about in a bit.
    7. Re:OpenGL and DirectX in simulation apps by TechnoPope · · Score: 2, Informative

      Direct3D means you basically have to use MS VC++ and COM on windows.

      Actually, you can use CodeWarrior to write DX code. I know a bunch of people who do.

      As for the whole DX OpenGL thing, After watching my co-worker play Max Payne for 4 hours, Direct3D has actually become a very good looking way of presenting 3d graphics. And at points, i find it to be better than OpenGL, much cooler effects, and much smoother, but that's just me. Anyway, most probably won't read this. Yay moderation!!

      --
      Slashdot...it's like Fox news, but without the biased sl...or maybe not.
    8. Re:OpenGL and DirectX in simulation apps by error0x100 · · Score: 2, Informative

      Was it by any chance this company: http://www.5dt.com/? Chances are it was .. there aren't more than a small handful of companies here doing this line of work. Anyway, I work for 5DT, so perhaps I could offer a little more background. We do mostly use DirectX, but we have developed a Software Development Kit for our own use that provides an abstraction of a generic 3D renderer. Behind this abstraction we have both Direct3D and OpenGL implementations. This allows our software to run using both OpenGL and Direct3D. The main reasons we have done this is (a) possible portability in future, should we need to sell systems using OpenGL, (b) Direct3D programming is clunky and difficult, and it is counter-productive if most of our programmers have to learn it, and lastly (c) by supporting both, we ensure the process has resulted in a "good abstraction". Using such an abstraction provides for easier/faster learning curves and more stable, robust software. So we now only really need one programmer dedicated to knowing all the ins and outs of Direct3D, the other programmers can focus more on the important stuff - the application development. Creating this SDK has allowed us to have much faster application development times, as well as having more robust software.

      In the past, our OpenGL support lagged a little behind the Direct3D support - previous iterations of our software were Direct3D only, and the main reason in the beginning for this was a decision to try stick to Microsoft standards wherever possible (trust me, this was not my decision :) (See my website for my own opinion of DirectX) Anyway, our OpenGL support is now on about the same level as the Direct3D support, so all of our new applications work interchangable with both.

      From the perspective of our clients, most of them couldn't be bothered if the software uses OpenGL or Direct3D - they just want the software to work. From a performance perspective, we've found that both OpenGL and Direct3D are extremely similar, there is no real advantage for clients to use any particular one. Interestingly enough though, when using dynamic texture techniques (procedural textures / texture caching), we've found that on Windows2000, Direct3D has some horrible performance problems (becomes very jerky), while OpenGL remains smooth. We've never had clients that insisted on one over the other (OpenGL/D3D) though.

      We also use other components of DirectX for input and sound. For networking we use sockets (DirectPlay is a waste of time, tried it), although for that too we have our own abstraction layers, thus allowing our software to be more potentially cross-platform, should a client require a different platform. Pretty much all our clients up until now have used Windows.

      D3D is technically in the lead, but using GL extensions makes up for this.

      Its true, DirectX will be run reliably on cheap Windows boxes. But so will OpenGL. We primarily use nVidia cards, on which both are supported. However, this wasn't the case when we first made the decisions - when we first made the decisions to go with Direct3D, mainstream 3D acceleration had only just started to take off, and the future of OpenGL looked a little wobbly at that stage - acceleration support for OpenGL on mainstream cards was almost non-existent in the beginning, while most card manufacturers *were* getting D3D support. This was the main reason for the decision back then. This reasoning is no longer true, generally support for GL and D3D are very similar, but our software is anyway now structured such that both are as easy to use. One other main reason to focus on D3D? Its "safer" - Microsoft is most likely to be around ten years from now. The future of OpenGL (and of SGI itself) has looked a little wobbly in the past, and although better now, still isn't as assured).

    9. Re:OpenGL and DirectX in simulation apps by t · · Score: 2, Interesting
      Is this the new math program that Pres Bush wants to push?

      Q. A simulation takes 24 hours to run. A new version of the simulation runs 2x faster. How long does it run?

      A. 1 hour!

    10. Re:OpenGL and DirectX in simulation apps by kubrick · · Score: 1

      Is this the new math program that Pres Bush wants to push?

      Q. A simulation takes 24 hours to run. A new version of the simulation runs 2x faster. How long does it run?

      A. 1 hour!


      No, I think they just take veeeeery long lunches. Sounds good to me!

      (Besides, the sim could have taken 12 or 14 hours to run, but they weren't there at 11pm to interpret the results. That still equates to at least a 6 hour lunch... they must be running a hell of a bar tab somewhere :)

      --
      deus does not exist but if he does
  26. there is hope. by mickeyreznor · · Score: 4, Interesting

    Some companies are doing things for linux gamers. Bioware is releasing Neverwinter Nights, which could arguably be the best rpg ever released, is going to be released for linux as well as windows, and most likely it will use opengl(is there another graphics api that does 3d in linux?). Nvidia is giving full OpenGL support in their chipsets. And let's not forget the guys at ID love opengl as well. Even if their numbers are few, there are people who still want to keep OpenGL alive, and they are pretty big names is the gaming industry.

    1. Re:there is hope. by geekoid · · Score: 2

      Bioware [bioware.com] is releasing Neverwinter Nights [neverwinternights.com],
      when! for gods sake, WHEN!!

      sorry, to tired to resist.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  27. Another wrapping by halftrack · · Score: 5, Insightful

    OpenGL only offers graphics, dx offers: graphics, joystick, sound, forcefeedback, mousecapturing.

    There are libraries giving you all these features using GL graphics, but they are not made full time and/or they are made by hobby programmers. The keyword here is time. MS have employed programmers to create, maintain DX. This means better time, and resources making a better product overall. Not just the graphics part. The graphics part of DX is not better than OpenGL, it's just everything around it.

    --
    Look a monkey!
    1. Re:Another wrapping by Saib0t · · Score: 1
      but they are not made full time and/or they are made by hobby programmers.

      May I bring to your kind attention that linux (and most linux applications) are not done full-time and are made by "hobby programmers"... Does that make linux less good? I don't think so, but you have the right to differ.

      --

      One shall speak only if what one has to say is more beautiful than silence
    2. Re:Another wrapping by halftrack · · Score: 1

      The Linux kernel has gotten this good over several years, it is made by many, many people that maintain their own bits of code. That is not hard. A DX like project could be made this way - one on js-support, one on force-feedback-support - but they aren't, at least not in an efficient way (like Linux is.)

      --
      Look a monkey!
    3. Re:Another wrapping by rtscts · · Score: 1
      There are libraries giving you all these features using GL graphics, but they are not made full time and/or they are made by hobby programmers

      Looks like someone with money (ie. none if this tree hugging hippie crap) needs to come up with a 'standard' set OpenGL extensions. Since so many OpenGL games license their engines anyway, I say id software gets this job*.. if Carmack needs to say fuck the OpenGL consortium in order to get everything to work, so be it.

      *specs are Free. id's implementation is not.
    4. Re:Another wrapping by Some+Dumbass... · · Score: 2, Informative

      OpenGL only offers graphics, dx offers: graphics, joystick, sound, forcefeedback, mousecapturing.

      Since DirectX is really a set of APIs (DirectDraw, DirectInput, etc.) I'm not sure this is a fair comparison. When we talk about OpenGL, of course we're only talking about a graphics API. Haven't you heard of OpenAL? It's a complementary open audio API. There's even an input API called OpenIL, and more? My point is, if you aren't going to compare MS's set of APIs to another complete set of APIs, like SDL, then at least compare it to the entire set of Open*L APIs. As new as some of them are, they do exist!

    5. Re:Another wrapping by Some+Dumbass... · · Score: 1

      Oops, I thrashed some of those links. The OpenAL homepage is www.openal.org . The OpenIL homepage is openil.sourceforge.net .

    6. Re:Another wrapping by Anonymous Coward · · Score: 1, Insightful

      Er... all the SDL sublibraries + OpenGL + OpenAL make pretty much as good a platform as DirectX, and work on: Linux, BSD, MacOS X, PS2, Win32.

      Al;so, there's a port of Mesa to Direct3D ! Yes, anyone with a Direct3D card can have full-featured OpneGL support, even if their card manufacturer doesn't support OpenGL. (and it should be noted that NVIDIA, arguably the most important card manufacturer, has exemplary OpenGL support anyway, including all their vendor-specific features.)

    7. Re:Another wrapping by Anonymous Coward · · Score: 0

      You can still use OpenGL for Graphics and DirectSound, DirectPlay, etc. (or the repektive APIs on the OS you are programming for) for the other stuff...

      It doesn't cost more time to implement it this way, as every Part of the DirectX API can be used on its own.

  28. Tried? by Jim42688 · · Score: 1

    Have you tried programming in OpenGL? It's really hard. I have a book showing a 5 page example of opengl code. It's equivalent in Direct3D - 10 lines.

    1. Re:Tried? by BenjyD · · Score: 1

      You're joking, right? OpenGL is so clean and simple an API. The most complex part of most opengl code is the code to get the window and rendering context, and even then you can just use GLUT.

    2. Re:Tried? by Jim42688 · · Score: 1

      No, i'm not kidding. I'd type it up and submit it, but it's 5 pages long.

    3. Re:Tried? by Jeremy+Erwin · · Score: 2

      To a certain extent, this is true. MS supplies libraries that handle the really high level stuff, like loading texture maps from external files. With OpenGL, you may have to do this by hand-- although programming a .tga or .rgb texture loading is pretty simple-- just a few hours spent with the "Encyclopedia of Graphics Formats" and good code desgin can produce a good reusable library...

      On the other hand, this technique may not appeal to the programmer who uses "/*insert custom code here*/" type libaries (MFC, etc).

      GLUT handles lot of stuff, although extending the UI can be painful.

    4. Re:Tried? by joss · · Score: 2

      What book did you get this OpenGL example from ?
      A book/article about DirectX perhaps..

      OpenGL is pretty clean IMHO. If you want something simpler, or scene-graph based, use OpenInventor.

      --
      http://rareformnewmedia.com/
    5. Re:Tried? by mershin · · Score: 1

      dude, you're on crack.

      An OpenGL app using GameGLUT 3.7 takes about 5-10 lines of code to initialize. Any DirectX App (despite the components it may use, D3D, DInput, Dsound, etc) requires pages and pages of junk to initialize. I've coded in both heavily.
      I believe you may have mixed up an OpenGL example with a D3D one.

      http://personal.nbnet.nb.ca/daveg/opengl/misc/Pi co Cube.txt

      49 lines of code, a full working OpenGL App.
      I dare a D3D Coder to make an even shorter version. :)

    6. Re:Tried? by mershin · · Score: 1

      sorry that link has no space in pico cube

      http://personal.nbnet.nb.ca/daveg/opengl/misc/pi co cube.txt

  29. directx is just better by Anonymous Coward · · Score: 0

    by all measurements and opinions from developers directx has better features, more compatability, and etc.
    opengl advancement has stalled for years, and it looks like it'll never catch up again.

  30. OpenGL 1.3 support in new detonator by AcidAngelvL · · Score: 1

    the new set of detonator drivers for nvidia cards will support new opengl 1.3, below info on new features blatantly stolen from a website: Cube map texturing -- for higher quality environment mapping and lighting support Multisampling -- for order-independent anti-aliased rendering of points, lines and polygons New texture modes that provide more powerful ways of applying textures to rendered objects: Texture Add Environment mode Texture Combine Environment mode Texture Dot3 Environment mode Texture Border Filtering mode Compressed texture framework -- to allow higher quality textures in less memory regardless of file format sounds good to me, now if only someone would leak those yummy drivers

  31. OpenGL has one real problem - lack of games. by Flabdabb+Hubbard · · Score: 3, Insightful
    While OpenGL is very cool for things like advanced 3d design, and modelling and the like, today's fast paced games do not require its generality, or its ivory-tower purism.

    The modern games developer will use DirectX over OpenGL every time. Incidentally, the incredibly poor support for DirectX in Linux is one of the reasons it is failing in the games market.

    1. Re:OpenGL has one real problem - lack of games. by gimpboy · · Score: 1

      for those of you who are not aware, there is a company working on
      directX support for linux. this is an extension of wine, and it is coming along nicely.

      --
      -- john
    2. Re:OpenGL has one real problem - lack of games. by Anonymous Coward · · Score: 0

      >The modern games developer will use DirectX over OpenGL every time.
      >Incidentally, the incredibly poor support for DirectX in Linux is one
      >of the reasons it is failing in the games market.
      >
      Wrong. The reason Linux is "failing" in the games market is that most
      Linux users own an PS1 or an PS2. No point in buying/playing games for
      the PC if you own either one of these machines.

  32. linux and games by Anonymous Coward · · Score: 0

    why do people that use linux need to play games? they should spend their time writing crappy free software and kernel drivers.

  33. Developer gap? by Ektanoor · · Score: 2

    And what if this is the result of a gap? Well, two-three years ago we would see people running mixed environments and Linux was barely desktop ready. Today there are already thousands of users who use exclusively and solely Linux, BSD and even other *NIX flavours as purely desktop systems. Interesting to note that today the only reason many acquaintances give as a reason to keep Windows, is the number of games that still lives in this OS. But this is not a reason to say "OpenGL suxx". The fact is that many game producers have a vary long DOS/Windows tradition and it is hard and risky to change lines. Let's note Loki's problems and the state of world economy for this...

    However, in *NIX, a small game boom is happening. You may look at freshmeat and note that there is a steadly rising of several computer games during this Summer. Truly they cannot be compared with Windows games but, still, they are a markup of changing times. Windows games also started with some quite silly puzzles, card games and small shot'em-ups. Meanwhile, some of these games are made under OpenGl and don't look quite bad. And while some have a Windows port, the core of development is clearly made under the *NIX base.

    It seems to me that this is due to the fact that the critical segment of developers, with "mixed interests", has already changed lines and, now,we are seeing Linux/*NIX detaching from its M$ roots. Meanwhile, under Windows, there is a concentration of "purists" who barely need of any OpenGLs or Mesas for work. So, it seems that we are only seeing the appearence of a developer gap.

  34. uhh AMD? by Anonymous Coward · · Score: 0

    what is with the AMD logo being on this post?

  35. Microsoft abusive tactics at it again... by alexandre · · Score: 1

    I thought everyone was aware that MS did make their OpenGL implementation slower and slower with each release and thus forcing programmers to use DirectX!

    I really hope somethings come out of the court or else we may be doomed.. !

    1. Re:Microsoft abusive tactics at it again... by _Logic_ · · Score: 1

      Microsoft does not write hardware OpenGL drivers. Hardware manufacturers write them.

      Microsoft provides a software only reference OpenGL driver.

    2. Re:Microsoft abusive tactics at it again... by Anonymous Coward · · Score: 0

      Read http://www.vcnet.com/bms/features/3d.html, especially about MCD and petitions.

  36. Producing Games by fizban · · Score: 2, Insightful
    If you're a game developer and you're trying to make money, the only platform you're going to write games for is Windows (or a gaming device, like the Playstation, et al.), because that's where the masses are (Food on the table is a very good thing). And if you want to use the most features of the graphics cards on Windows in order to beat your competition, you're going to use DirectX, because OpenGL just doesn't cut it for the latest hardware acceleration features.


    The question should not be "why aren't game developers using it?" but "why aren't the video card makers supporting it?"


    And that, dear friends, is where market power comes into play, and the one with the power in this market is Microsoft.

    --

    +1 Insightful, -1 Troll. What can I say, I'm an Insightful Troll.

  37. Quite simply, because Microsoft wants to kill it by air · · Score: 1

    MS wants to replace a consortium-controlled graphices API with an API that it can control alone. Read details at

    Microsoft and 3D Graphics: A Case Study in Suppressing Innovation and Competition

  38. Stating the obvious by canecorpus · · Score: 1

    [b]>> Trapped In Windows Hell asks:[/b] Sounds like someone may be a [i]little[/i] bias. [b]>> Where has OpenGL gone, and what does this mean for games on GNU/Linux? [/b] OpenGL is ancient technology and has changed little in the past five years. Its faulty and many the non-3dfx cards (any good one now) suffer through performance and quality. [b]>> If DirectX is so hard to program in, so clunky to use[/b] The folks who wrote this obviously have not programmed for DirectX in the past three years. I'm surprised slashdot even posted this since its so obviously mistaken. Its not even a matter of opinion anymore; DirectX is simple, powerful and operates graphics, sound and multi-client functions. [b]>> and limits the game to being sold on only one OS, WHY do so many programmers use it?[/b] Once again I must state the obvious. There is only one OS for games, Windows. Linux is complete junk for game, it always has and always will be. Any game that runs on Linux is for novelty use only, there is just no hardware or code support for Linux. Can you get a game to work on Linux? Occasionally yes, but often in sub-par performance and your lucky to have sound. I can get better results playing a game on my cell phone. [b]>> It seems logical (to me, at least) that programming as portably as possible[/b] I guess this is why Java has been dying a slow agonizing death huh? You make a game on the platform that has the best market, simple. You do not have the time or money to make it cross platform unless its very much worth your time. It just takes to long to port it and optomize the code. In the case of Jave, the performace is just aweful. This is why apple, commadore 64, and amiga kicked the bucket. They relied on companies to create programs for them when they no longer had a niche or the mass market on their side. [b]>> leaves a lot more sales options open for the future...[/b] I think its pretty safe to say that 99% of a games sales occur in the first 6 months (with the rare exceptions such as Myst). Most games are no longer stocked in computer stores after 6 months. I belive a previous article on slashdot eloquenlty stated that royalties for game programs are negligable if they happen at all. why then would they think of anything but the first 6 months of the games life?

  39. Unreal tech by Garinwirth · · Score: 1

    Epic didn't care about their Direct3D implementation either. I recall only two rendering modes for Unreal when it was originally released: Glide and software.

    --

    My IP is 192.168.1.100 Hack it if you want.
    1. Re:Unreal tech by Anonymous Coward · · Score: 0

      Neither did Carmack care about OpenGL in the initial Quake release.

  40. The law of diminishing returns... by Aaaaaargh! · · Score: 2, Interesting
    is one good reason to code in DirectX. Let's say that your company develops games. Is it safe to say that 80-90% of the market for computer games is for Windows? --you betcha!

    What are the advantages to using OpenGL? If you're trying to capture about 10% of the remaining market for your product, and having to sacrifice the quality of the product to do it, you're going to lose a proportionally larger customer base from the Windows users than from the Unix/Linux/OSX users.

    Porting to other OSes is going to cost time and money. Sure, having OpenGL as your 3D API makes that aspect easy, but what about sound, input devices and such?

    I haven't seen a single game that uses only the standard OpenGL API that could match a DirectX game. Who drives the OpenGL spec? Who drives the DirectX spec?

    OpenGL is a nice, clean API (except for so-called "extensions" by video card manufacturers). DirectX is hairy to work with (at least when I last looked at it... DX5) but, it _works_ for games. If I'm writing a serious application (visual modeling, CAD/CAE, etc), then I'd choose OpenGL. If I'm writing the newest FPS, then I'm going with DirectX.

    --
    Give them an inch and they'll take a foot. Much more than that, you won't have a leg to stand on.
  41. There's an easy explanation by eXtro · · Score: 1

    Most games are made without any real desire to be portable. Most games are released on Windows. There's a much better chance that DirectX is installed on a Windows box than OpenGL.

    1. Re:There's an easy explanation by BenjyD · · Score: 1

      The openGL dll (still v1.1, thanks to micros~1) is included in all windows installs, and every graphics card apart from POSs like S3 virges has pretty decent openGL drivers.
      Even my old Voodoo1/2/3s had decent openGL drivers once 3DFX got off their arses and realised glide was a dead end.

  42. (OT)AMD logo explanation by yerricde · · Score: 1

    The AMD logo is the default logo for newly submitted stories because it's the first on the list. If the first on the list were a blank space, it'd be easier to verify the form data: "Go back and pick something!"

    --
    Will I retire or break 10K?
    1. Re:(OT)AMD logo explanation by Anonymous Coward · · Score: 0

      Nice to see that the tradition of awful code is being maintained in 2.2.

  43. So, write for the Itanium. No M$ there. by crovira · · Score: 1

    Everybody goes for the big brass ring but they don't go for the gold nuggets. Nobody wants to limit their sales. Its the "accounttant" in their soul.

    That's what M$ counts on. So far, M$ is right, on the x86.

    They way out of that is to out do the x86.

    Write a killer game for the Itanium (imagine some REAL horsepower to do some stunning, jaw-dropping avatar AI and some absolutely awesome, fearsome, mind-boggling rendering.)

    Give the monsters and fellow flesh meat on a networked game ears that work and mouths that speak in response to the player. Is the avatar next to you real or an AI? That's what should be the level of play.

    The level of architectural detail should be on the scale of Myst but real-time.

    There's no M$ on Itanium or G4s, G5s and G6s.

    And the DOJ should nail M$ to the x86 and we'll all move on while M$ stays there, by law, until the problem goes away like DRI did on the x80 platform.)

    That's actually the simplest solution to the Anti-trust situation. ANY M$ product appears on ANY other platform and ALL M$ officers stay in jail until they're gone from the shelves.

    --
    MSBPodcast.com The opinions expressed here are my own. If you don't like 'em... Think up your own stuff.
  44. Re:XBox losing prop for 3rd party developers by alfredo · · Score: 1

    We see that Ms is going to bundle their games with Xbox. Is this an attempt to screw 3rd party developers?

    People dis Apple for not putting much software on their boxes and not offering much hardware. These people don't understand that this is to help third party vendors. If you fear that your product will be cloned & bundled by MS, like they are doing with the firewall(or enter your favorite dead software catagory), you will be reluctant to enter the market.

    --
    photosMy Photostream
  45. hey opengl isn't just about games by fobio · · Score: 1

    Don't forget that OpenGL isn't just for gaming. What about 3d packages such as Softimage and Max? It's also available for most major operating systems. I bet you wouldn't see Maya on SGI, Windows, Mac and Linux if each platform had a different graphics language. Last time I used 3D studio max with Direct 3d it wasn't a pleasent experience. Flakey inconsistent display. Much more useable with OpenGL.

  46. You were at the local store? Who buys there? by crovira · · Score: 1

    Hot game demos are pulled off the Net and then the game itself is ordered on-line direct from the publisher.

    The local store is for shovel-ware. That's like saying that the 99cent store doesn't seem to stock any Baccarat crystal.

    --
    MSBPodcast.com The opinions expressed here are my own. If you don't like 'em... Think up your own stuff.
  47. Complain with your dollars by Anonymous Coward · · Score: 0

    If you don't buy DX games, they will go away.
    Steal them instead.

  48. Khronos by GFish4 · · Score: 1

    I am not into graphics programming in any way, shape, or form, but the Khronos Group recently released the specs for OpenML 1.0. Khronos hopes to "promote the creation and deployment of rich media through the creation of open standard APIs to enable the authoring and playback of dynamic media on a wide variety of platforms & devices." It has support from ATI, nVidia, SGI, Intel, Sun, and others. Implemenations of OpenML 1.0 are expected to appear this year on a variety of systems (Solaris, Windows, Linux, IRIX, etc.).

    --Greg

  49. Hidden Slash Feature (OT) by Anonymous Coward · · Score: 0, Funny
    Yeah, this is miles off topic, so moderate me down already. Just thought I'd let people know that Slash now inserts quotes from Futurama in the HTTP headers; a different one each request.



    I thought it was cool, and I don't really care if you do or not. So there. :=P

  50. It's All About the Benjamins by adamjone · · Score: 1

    More and more gaming companies are turning to DirectX for profitability reasons. Believe it or not, Microsoft really does want it to be easy to develop good games with DirectX, and that is why the API has become easier to use with each revision. Microsoft sees this as a way to sell more copies of their operating systems.

    Game developers look at where the largest potential customer base is. Far and away, the glut of PC Gamers use some Windows variant. By developing with the DirectX API, they get access to this huge customer base. Sure, they also look at the potential customers that use Mac, Linux, and other OS types, but the potential sales here is just a fraction of what the Windows sales will be.

    Another point to consider is that the DirectX API is developed by the makers of the OS. Microsoft can develop hooks within the operating system code to allow the DirectX API to use portions of the system that will never be available to the OpenGL developers. Much the same thing happened with Microsoft Office and Internet Explorer. Comptetitors could not keep up with the application software because the operating system made methods available to the 1st party apps that wasn't available to the 3rd party apps. For this reason, I believe that the DirectX APIs will always have a performance advantage over the OpenGL libraries on a windows machine. At least until the reparation proceedings by the DOJ are complete. But that is another issue.

    Finally, there is the X-Box factor. Microsoft has promised that games developed with the DirectX API will be nearly directly portable to this gaming system. The console and PC gaming markets do not compete as directly as some believe. Although the sales of a game on a system may affect the sales of the PC version, and vice-versa, the overlap of these huge markets is small enough to merit developing for both. The console market is huge, and by allowing developers access to both the console and PC gaming markets, Microsoft is providing a huge customer base for new games.

    Game developers are always going to choose the technology that will net them the most dollars. So it isn't surprising that most games on the market are developed with an API that allows developers to target the most popular (by customer base) operating environment.

  51. Are you sure there's no OpenGL games? by xenocide2 · · Score: 1

    Last I checked, everyone says Half-Life runs BETTER in OpenGL. And from what I can tell, they're right. Sure HL is sort of three years old, but they just released another high selling extension Blue Shift, and CS shows no signs of slowing down. I guess you could compare Half Life to U-238 and q3a to something like TC-100.

    --
    I Browse at +4 Flamebait

    Open Source Sysadmin

    1. Re:Are you sure there's no OpenGL games? by Anonymous Coward · · Score: 0

      Half-Life runs a LOT better in OpenGL than in D3D mode. D3D mode is slow and the graphics simply look wrong. This is using NVIDIA cards. Want speed and fps, then you use Detonator OpenGL drivers :)

    2. Re:Are you sure there's no OpenGL games? by BeerSlurpy · · Score: 2

      Half-life is a hack of the Quake2 engine. It uses all of john carmacks old Q2 graphics code.

      Carmack is an OpenGL programmer. It is his area of special expertise. DirectX support was added on later. That is why half life runs better in openGL.

  52. AMD? by Scott+Robinson · · Score: 1

    Why is this article indexed under "AMD"?

    Scott.

  53. Neverwinter Nights will use OpenGL by bnavarro · · Score: 4, Interesting

    Bioware's next game, Neverwinter Nights, will use OpenGL for cross platform compatability. (They will ship for Windoze, Mac, Linux, and BeOS, and all on the same CD to boot!) If the game is a success (and averyone expects it to be), then maybe this might turn a few heads in the gaming industry, and a more serious look at cross-platform gaming (and thus using OpenGL) might happen.....

    1. Re:Neverwinter Nights will use OpenGL by Anonymous Coward · · Score: 0

      If it does well, it will be because many people RUNNING WINDOWS purchased it. Sure, I'd love to live in the fruity candy coated world oh happiness that all of you /.ers seem to enjoy, but I'm forced to reside here in REALITY. WHERE WINDOWS OWNS THE DESKTOP. There is no point whatsoever in a company wasting its time (yes, I mean that exactly as I said it) making a game cross-platform. I know. I've worked on a game that was released for three platforms at once. Gah, why do I even come to this hellhole of insane lunacy anymore?

    2. Re:Neverwinter Nights will use OpenGL by Anonymous Coward · · Score: 0

      still be cool though.
      right off the bat there be more linux servers since it is on the same CD.
      dont need those crashy window servers screwing my online experirnce

      Shiznit

  54. Um....yeah, volum also brought us x86 by Mifflesticks · · Score: 3, Insightful

    You say that sheer volume proves it's easy. ASM on x86 isn't exactly the nicest thing. Or, do you _like_ being limited to 8 general purpose registers, and a crappy FPU stack?

    If we go by sheer volume, x86 must be a freaking dream to write software for, and it must be some heavenly architecture!

    1. Re:Um....yeah, volum also brought us x86 by Anonymous Coward · · Score: 0

      OK, but it remains that it is becoming much eaiser to write for. Everyone I know (directly) in the game industry thinks that DX8 is a dream. And of course, if you (or anyone on this giant cesspool of FUD and misinformation) bothered to do some research, you'd find the umpteen comments from mainstream developers talking about how much they love the new versions of DX. It's not the crap that they used to put out. Just becuase you all refuse to update your opinions from six years ago, doesn't mean that MS must refuse to update its software, too.

    2. Re:Um....yeah, volum also brought us x86 by Magila · · Score: 1

      bzzt, bad analogy. If you want to write something realy fast and you're on a x86, you're pretty much stuck with x86 ASM. With DirectX vs OpenGL there is no such tie to the hardware standard, a dev can pick either one and it will work on the same platform.

    3. Re:Um....yeah, volum also brought us x86 by Mifflesticks · · Score: 1

      I don't write in DX8. I'm not saying it's not good. I'm not saying it is good. I don't have any experience with programming for it. What I'm trying to prove is that while P implies Q, Q does not necessarily imply P. Simple logic.

      The point of the post I responded to tried to claim that volume implied great quality, which it does not. If it did, then betamax would VHS is superior.

      Of course, in cases of x86, and VHS, they won out to strong user bases, and marketing (and in the case of x86, very strong engineering to get around some of the issues). I'm not saying DX is crap. I was saying that the post that got a high moderating did nothing to prove the claim.

    4. Re:Um....yeah, volum also brought us x86 by spectecjr · · Score: 2

      I don't write in DX8. I'm not saying it's not good. I'm not saying it is good. I don't have any experience with programming for it. What I'm trying to prove is that while P implies Q, Q does not necessarily imply P. Simple logic.

      The point of the post I responded to tried to claim that volume implied great quality, which it does not. If it did, then betamax would VHS is superior.

      Of course, in cases of x86, and VHS, they won out to strong user bases, and marketing (and in the case of x86, very strong engineering to get around some of the issues). I'm not saying DX is crap. I was saying that the post that got a high moderating did nothing to prove the claim.


      Actually, VHS didn't win because of marketing. They won because the recording length of the tapes was longer, while sacrificing image quality. Ends up that people wanted to be able to record more data, over losing 1/2 of the resolution of the signal, and this is why Betamax died.

      Simon

      --
      Coming soon - pyrogyra
    5. Re:Um....yeah, volum also brought us x86 by Dwonis · · Score: 2

      Nobody needs to prove that D3D (that's what we're really talking about, isn't it?) is crap. John Carmack has already done that for us.

    6. Re:Um....yeah, volum also brought us x86 by Mifflesticks · · Score: 1

      You realize that the quote you're refering to is 4.5 years old, right?

    7. Re:Um....yeah, volum also brought us x86 by Dwonis · · Score: 2
      Have you heard Carmack say anything other than that D3D sucks since then?

      Then there's the fact the Microsoft almost never redoes anything from scratch, which also leads me to believe that nothing has really changed.

    8. Re:Um....yeah, volum also brought us x86 by mgblst · · Score: 1

      Or, do you _like_ being limited to 8 general purpose registers, and a crappy FPU stack? YES!

    9. Re:Um....yeah, volum also brought us x86 by Anonymous Coward · · Score: 0

      >Have you heard Carmack say anything other than >that D3D sucks since then?

      That's funny,

      http://slashdot.org/comments.pl?sid=20503&cid=21 94 363

      .. though I'd save my breath pretending that you'd know the very first thing about DirectX 8 in the first place.

    10. Re:Um....yeah, volum also brought us x86 by Anonymous Coward · · Score: 0

      Have you heard Carmack say anything other than that D3D sucks since then?

      Let me dig up some quotes about linux 4.5 years ago.

    11. Re:Um....yeah, volum also brought us x86 by Dwonis · · Score: 2

      Okay, fine. I'm a smartass who stands corrected and looks pretty foolish right about now.

  55. Horse power by LoudMusic · · Score: 1

    There are lots of posts stating that DX covers more aspects of gaming, where OpenGL only does graphics. This is very true. But it wouldn't be difficult for a programer to adobt the other required skills to program in 'open source gaming'.

    I think one of the big things is that hardware can handle DX's bulkier rendering system with satisfing output. There isn't a NEED for OpenGL because the hardware is so much better than it was when OpenGL and DX were battling for "programmer's choice". When my room mate shows me a first person game at 1600x1200 and over 100 frames a second rendered by DirectX, I see no need for OpenGL anymore. Of course, that takes a $450 video card, but who's checking? (:

    ~LoudMusic

    --
    No sig for you. YOU GET NO SIG!
  56. my thoughts on OpenGL by Anonymous Coward · · Score: 0

    I have found OpenGL support to be bloody difficult to install, it to be unreliable, prone to crashing due to acursed card-specific extentions, and just plain inferior to Direct X in most circumstances. It is going nowhere fast. Using OpenGL is like using some sort of developmental moduel, it doesn't even feel like a finished product. Did I mention it is also slow?

  57. The future? by gloth · · Score: 1

    Face it, (almost all) games are written for here and now. Who would really buy a 2 year old game? So it just doesn't matter if OpenGL leaves more options for the future, as far as games are concerned.

  58. API Sponsorship by Midnight+Thunder · · Score: 1

    It would be nice if companies like Apple supported SDL and even sponsored its development. Sure it would mean that Linux could take advantage of this sponsored improvement in SDL aswell, but in the end if we make development of games easier beyond the Ms-Windows platform then we all stand to benefit. Sure Apple would be letting Linux have an Apple paied advantage, but that shouldn't matter if Apple is also drawing games developers to their platform at the same time.

    What I am trying to say is a company, like Apple, should not be rejecting sponsorship for SDL simply because another platform stands to benefit. Don't get me wrong I am very much pro Linux, I am simply trying to see things from a business point of view. I could have mentioned RedHat instead of Apple, but I see Apple having more to gain from such a sponsorship than does a company like RedHat.

    Nobody is going to use an alternative API when there is no insentive.

    --
    Jumpstart the tartan drive.
  59. Re:So, write for the Itanium. No M$ there. by Anonymous Coward · · Score: 0

    OK!

    Go do it! Go! Go now! Do it!

  60. "Compatibility" has different meaning to GDs by the_dudey · · Score: 1

    Well, "Compatibility" for game developers mean the game has to be compatible with as many hardware as possible but not operating system. DirectX is better for game developers is because they get better support from microsoft than whoever is developing OpenGL. because DirectX is aiming for games and OpenGL is for all 3D applications. And I don't see why DirectX keep dominating is a bad thing, as you see in console world supporting only one standard make game developers' life much easier. it's good for both gamers and developers.

    the_dudey

  61. Why 3D companies dont work together... by MfA · · Score: 1

    Its simple really, its the incentive "IP" gives to try to monopolize the market.

    M$ doesnt let them do it, it forces them to give licenses to anything exposed by the D3D standard. The OpenGL ARB does the same for OpenGL, thats why its dying. You need a body which actually has real sway over the 3D companies to force standards to be made, left on their own it will never be in the interest of the biggest players to contribute to an open standard.

    Thats why the big 3D companies still like OpenGL, they see it as a nice framework to build proprietary API's on.

  62. MS doesn't ship latest OpenGL by Anonymous Coward · · Score: 0

    This has been discussed and complained about in comp.graphics.api.opengl

    All current version of Windows still only have support for OpenGL 1.1, even though Microsoft has had the official version of OpenGL 1.2 for a couple of years (and refuses to release it).

    This means for a developer to use the newer features of OpenGL 1.2 (and now 1.3) on the Windows platform you have to go through specific actions for each card architecture.

    So in short, MS has moved to make sure D3D is easy (write once for any card) and OpenGL difficult (have to customize for each card do to the really old version of OpenGL still in use).

  63. Don't underestimate power of gaming by Anonymous Coward · · Score: 1, Interesting


    If I could play my games in Linux I would delete windows from every P.C. in my house.

    Lately my drug of choice has been evercrack.

    It really confuses me why Sony Supports Microsoft by only releasing this game for windows.

    If Sony came out with a linux version it would give Four hundred THOUSAND game players a choice at an alternat O.S.

    PLEASE do a /. poll:
    Everyone who keeps a Windows machine around to play games raise your hand!

    WOW POT is now the default. Nice going /.

  64. Its called market forces by Zeinfeld · · Score: 2
    I used OpenGL and PHIGS about ten years ago, there were pretty obvious problems with both but they did the job for their intended market - presenting 3D visualization data.


    The idea that games programs are 3d therefore the game designers should be flocking to "Open" GL is ridiculous. In the first place OpenGL is still effectively controlled by SGI so the only difference between 'Open'GL and DirectX is that one is developed by a dying company and the other is developed by a highly profitable one.

    Giving OpenGL over to a committee is not a solution either. The hardware vendors are not going to wait for a standard to be established before they sell the hardware to expoit it.


    Benchmarks of OpenGL vs DirectX are almost certainly meaningless. Even if someone was to implement a large complex application in both the performance is going to be dominated by the performance of the drivers. The idea that the hardware manufacturers are going to spend more time and effort optimizing their OpenGL drivers than the DirectX drivers most of the games will be played on is pretty naive.


    There are some MacLoonies out there who believe that their machines are still faster than PCs, it was true five years ago so it must still be true, after all they have these pretty case colors.

    --
    Looking for an Information Security student project suggestion?
    Try http://dotcrimeManifesto.com/
    1. Re:Its called market forces by seann · · Score: 1

      Microsoft is dying? Wow..thats news.
      You know with SGI completly owning(both in script kiddy sense and www.m-w.com sense (b.)) the 3d Graphics market ( Alias~Wavefront , SGI's beast of machines)
      I'd wonder how you could say the pionears of realtime 3d could be dying.

      What a world...

      --
      I'm a big retard who forgot to log out of Slashdot on Mike's computer! LOOK AT ME.
    2. Re:Its called market forces by Anonymous Coward · · Score: 0

      do you live under a rock in a cave? yes, virginia - sgi is DYING.

    3. Re:Its called market forces by seann · · Score: 1

      Canadia, eh.

      How are they dying?

      Links of proof for this?

      --
      I'm a big retard who forgot to log out of Slashdot on Mike's computer! LOOK AT ME.
    4. Re:Its called market forces by Creepy · · Score: 1
      I think you're confused - OpenGL is controlled by a Standards Committee, which is why changes are so slow to come by. Tim Sweeney (of Unreal Tournament fame) cited this as the reason for switching entirely to Direct X and not supporting OpenGL. It's not that OpenGL is a worse API, it just was taking the Committee too long to get new features added to the API, where Microsoft was tacking new features on constantly (albeit haphazardly in some cases).

      SGI does own and control the GL language, which maybe is what you're thinking (I did GL programming 8-10 years ago as well as some work with the fledgling OpenGL at that time). They do not control the OpenGL language, which is why Mesa exists. If someone made a Mesa for DirectX, Microsoft could sue them out of existence, where that is not the case with OpenGL (unless they call it OpenGL - the name is Trademarked, so they can only say they're OpenGL compatible). The spec is open to the public and the functions well defined. Microsoft has a closed spec, so they are free to change any part of it at any time, as well as are free to hide aspects of the API. The only way to make a compatible program to work with it is to reverse engineer the program, which is in violation of Microsoft's license (although many variables pop up at this point as to whether you can be held to that agreement - Fair Use, DMCA, Microsoft's Nigh-Invulernable Lawyers, etc).

      Actually, Benchmarks of OpenGL versus DirectX are meaningful, because they both run on the same hardware. If your program runs faster in OpenGL, it has better OpenGL drivers for whatever functions that program is using and vice versa. Usually this boils down to whatever the card manufacturer spent the most time on.

      Us MacLoonies are right, sometimes. My mac outperforms my PC on some tasks, whereas my PC decimates my mac at others. Speaking of useless benchmarks - the same program running on different hardware is a good place to find them. Optimizations and compilers mean everything in cross platform benchmarking, as well as pipeline depths, branch prediction, cache memory, whether hardware is accessed via hardware drivers or software (IDE that uses the processor to do drive access vs SCSI that handles that in hardware), etcetera.

    5. Re:Its called market forces by kubrick · · Score: 1

      I don't normally post spelling flames, but since you linked to a dictionary in your post, I couldn't resist.

      pioneers

      --
      deus does not exist but if he does
    6. Re:Its called market forces by seann · · Score: 0

      I'm almost |-| sure, I copy/pasted that directly from SGI's website. (Pioneers)

      --
      I'm a big retard who forgot to log out of Slashdot on Mike's computer! LOOK AT ME.
  65. Cross-platform games through Java? by kriemar · · Score: 1

    I'm sorry, I don't know anything about game programming.

    But I can't help making an association between discussions of cross-platform gaming and things I read on the Java/C++ postings a couple of days ago.

    I number of individuals pointed out then that Java is increasingly being considered and used as a game programming language, that the speed on Java-programmed games is rather impressive. A number of individuals gave posts to stories about Java-programmed games: Java ports of Quake, Java interest by Id, a Java-coded FPS called Jamid which was played at Quakecon recently. They also pointed out Java versions of OpenGL and full-screen Java support in Java 1.4.

    I'm very interested in the potential use of Java as a gaming language. Does anyone with experience know how likely it is that Java will used in the future? With Java-programmed games you get [practically] instant portability, after all.

    1. Re:Cross-platform games through Java? by Anonymous Coward · · Score: 0

      You are correct - you know nothing about game programming. My company is in the processes of getting rid of java everywhere. It was a mistake and a pipe dream. Java != portability and quite frankly who really cares about portability among platforms - pick one and use it. Language portability is much more important.

    2. Re:Cross-platform games through Java? by Arethereanyleft · · Score: 1

      Java is a great games programming language, but the engines still need to be native, and that's a little tougher when you need performance.

    3. Re:Cross-platform games through Java? by Anonymous Coward · · Score: 0

      is this a joke?

  66. Re:suggestion by Anonymous Coward · · Score: 0

    Not that hard. The content of the original post is right on the target (and expected since the annncement of DirectX). Of course Microsoft used their OS monopoly to get an API monopoly (do you think that video card manufacturers that will use OpenGL will have their drivers signed ?) then move the API in another market. And of course, this means we'll have a Microsoft Appliance in a few years.

    Of course, you are an asshole and don't really care.

  67. 2 Reasons why DX is more popular than OpenGL by Anonymous Coward · · Score: 1, Interesting
    The majority of games/graphics developers are really bad coders!
    It's a sad fact, but it's true! All the good developers get jobs doing CG for films in hollywood, so
    we are left with the retards developing games :)

    How much innovation have you ever seen in a DX game? Practically none! Look at the few OGL developers tho.. ID and Bioware, two extremely innovative companies
    who are also supporting multiple platforms!

    Microsoft has continuosly been updating DX and it has come on in leaps and bounds
    during the last few years, while OGL has been left stagnating leading to incompatable extensions being added by card manufactures!

    If OGL is going to succeed/win/stay alive, it's going to have to compete!!! Adapt!!! Change!!! Something it has possibly forgotten how to do!

    1. Re:2 Reasons why DX is more popular than OpenGL by Anonymous Coward · · Score: 0

      Interesting !?

      This is a troll if I ever saw one!

      THQ not innovative? Epic not innovative? Lithech not innovative? GIVE ME A FUCKING BREAK!

    2. Re:2 Reasons why DX is more popular than OpenGL by Anonymous Coward · · Score: 0

      It's also a fact that ID is primarily supporting dx8 in their new games due to the "features".

      Oops, that would mean they aren't Innovative anymore...

    3. Re:2 Reasons why DX is more popular than OpenGL by TwoBit · · Score: 1

      Games show less innovation than Hollywood CG because games have much different constraints.

      Most importantly, if you want to make money on a game, it's going to have to work on a large number of users' machines. This means writing for a lower common denominator.

      Also, even games that can rely on better hardware like Quake still have to put 60FPS at a much higher priority than fancy graphics.

      Lastly, the gameplay of a game actually takes a lot more effort and attention than the graphics engine. Coordinating complex gameplay and comprex graphics is a very difficult problem when you're trying to make money in this cutthroat business.

      Lastly, I would hardly call ID innovative; I can't speak for Bioware.

  68. Not that klunky any more with DX8 by drenehtsral · · Score: 1

    Also it's not nearly as klunky as it used to be. If you take a look at Direct3D 8 for instance, what you see is _very much_ like OpenGL in terms of how you set up a scene, and the process you go through to push geometry down the pipeline. Microsoft's own architecture was realyl shitty in all previous versions, but version 8 (and to some lesser extent 7) were totally ripped out and rewritten to use a similar architecture to OpenGL.

    --

    ---
    Play Six Pack Man. I
    1. Re:Not that klunky any more with DX8 by Anonymous Coward · · Score: 2, Insightful

      This is exactly what John Carmack and Chris Hecker predicted would happen way back when DirectX 3 (the first with Direct3D) came out.

      They predicted Microsoft would pay developers to use the crap they put out, and slowly improve it by copying OpenGL. This finally leaves them with a functionaly clone of OpenGL with a propritary interface solely under their control.

      And surprise surprise, that is exactly what happened, and us game developers had to suffer through DirectX 3, 5, and 6 before it really stopped sucking, when we could have been using the end product immediately back in 1998!

  69. guess what by linuxlizard · · Score: 1

    Warning. Rant mode on. Developing binary packaged software for Linux is a nightmare. It's like painting a moving train. Which distributions do you target? What versions of glibc do you support? What kernel versions do you test with? How about gcc versions? The fake POSIX threads on Linux are no help, either. Mandatory file locks? Patch your kernel! Forget it. At least Microsoft makes life easier for developers. Tools and documentation everywhere. You want to do FOO? Here's how. On Linux, you have to rely on the communities' verbal history. It's not worth the grief for a market of "thousands of Linux users." Linux and UNIX is optimized for source code distribution; ship your source code and the system works great. If you're trying to develop a binary package, forget it. Link it static and hope for the best. Don't use POSIX threads either.

  70. OpenGL is for professional users by heroine · · Score: 2

    OpenGL will be only for professional use while DirectX becomes the standard for games and computer scientists.

    1. Re:OpenGL is for professional users by Anonymous Coward · · Score: 0

      I'm a professional user (we're talking CAD here) and I use DX8.

  71. Re:So, write for the Itanium. No M$ there. by Barlo_Mung_42 · · Score: 1

    No MS on Itanium? Can that be right? What about Whistler Server due out sometime in 02?

  72. well.. by Rapsey · · Score: 1

    I read this in an interview with Tim Sweeney:
    "Games written in OpenGL are easy to begin making and harder to finish in Direct3d its just the oposite." Making basic stuff like drawing some surface and aplying a texture is very easy in OpenGL but once you get to the advance stuff(per pixel lightning) you have to go into extensions because this stuff isnt supported by the "core" of OpenGL. And extensions are allot of fucked up work. But when you go into Direct3D everything is right where its suppostu be, extensions dont exist. And then you have the .x file so you dont need to waste time inventing your own file structure for storing models.

  73. DirectX is not so clunky anymore... by Jamey123456 · · Score: 1

    There are a few good reasons the game industry chooses DX for games over OpenGL.

    For starters, as has been mentoned earlier in the thread, DX offers a robust set of tools, including sound, video, input, etc... All of them have similar API's making the entire thing feel more cohesive and familler.

    Second of all, there is the driver support. Most vid cards these days have DX support, and D3d acceleration. Those that do not support the full range of features are still supported through a very scalable hardware emulation layer.

    Fewer manufacturers develop OpenGL drivers. The reasons are the rub though. The MS hardware labs have specs that are required to be met to be considered DX certified drivers, as do OpenGL. The MS specs are much looser as the preformance/implementation of features. The OpenGL specs are much more strict, thus making it a bit tougher on hardware manufacturers to create drivers. For budget cards and such this extra testing etc. is not worth the cost for the manufacturer. The average budget card buyer is not going to know enough and/or be interested in gaming to want an OpenGL card.

    The gaming industry understands this quite well, and to keep a profet, will release games with DX support. While including OpenGL support too is an option, in reality this will triple or quadruple testing and reviews for the code. That's costly, and video games are for the most part a low profet industry.

    Finialy to the issue of DX being clunky or hard to use... take a look at the DX8 api's, notably the D3d one. You can produce the same results as OpenGL with code that is relatively as simple, roughly the same number of lines, and often get a very slight preformance increase out of it as well. Tie in the other api's for sound, networking, multimedia playback, etc... You end up in a very comfortable environment. DX is really starting to shape up into what was promised in the beginning from MS.

    In light of all this, I have to say that I prefer OpenGL and OpenAL out of principle. Ease of use is about the same now, but open source and cross platform compatability are strong arguments. Now let's just convince the hardware peeps that we want more support for these api's.

  74. Most companies can't help but use DirectX by Jartan · · Score: 1

    SDL is a great and sound idea but it takes time to train people to use something like that and maybe even if it is easy to learn that still costs money. Design companies are strapped as is for cash and are usually cutting it close. So that pretty much requires a company to use directx for the low level stuff. Remember windows is a crap OS and you need someone like directx to get around it for even changing the screen resolution.

    That is why you see every game in the store requiring directx. Even if they do choose to go the opengl route directx is required to setup the screen settings and what not. Fact of the matter is too that coding for opengl and direct3d at the same time is still pretty common. In fact I suspect contrary to the questioners beleif opengl is just getting more common. A couple years ago opengl was an iffy thing to program for because a lot of cards in peoples computers were crap and didn't have opengl support. Remember games have development cycles of years and when the games that are out today were in the works opengl wasn't on nearly every card out their.

    If your hoping to peruse through the game section at your local EB and see the words "sdl and opengl required" on the box anytime soon don't hold your breath. Your forgetting the faster version of sdl requires directx anyways.

    Jartan

  75. Fuck D3D and OpenGL, what about Glide by dh003i · · Score: 1

    Fuck DirectX and OpenGL -- both of them fucking suck for Descent 3 and alot of other games. I have a GeForce 2 GTS card using DX8 for Descent 3, and people who have a fucking Voodoo 4 get better fps under Descent 3 than I do. Why? Because they use the Glide API. Glide is a faster API than either DirectX or OpenGL. Now that Nvidia has acquired the 3D card portion of 3dfx, its about fucking time they included Glide support in their driver releases for their god damned cards.

    1. Re:Fuck D3D and OpenGL, what about Glide by SuiteSisterMary · · Score: 2

      Ye gods, that would rock. I've a whole library of games that I love, and only have options for Glide and Software.

      Now, obviously it's not going to be a speed up, because the joy of Glide was that it was an abstraction of the card itself.

      --
      Vintage computer games and RPG books available. Email me if you're interested.
  76. Re:suggestion by SubtleNuance · · Score: 2

    i like how you don't even attempt to rebut his charges and just resort to ad hominem attacks.
    it just makes you look like more of a jackass


    Cat meet Kettle. Kettle, cat.

  77. simple by Anonymous Coward · · Score: 0

    All the UNIX people where to busy laughing at windows and feeling superior to notice that directX blew past and got better than openGL...

  78. DirectX vs OpenGL by Michael+Snoswell · · Score: 1

    DirectX 8 is much much improved over earlier versions. OpenGL always needed extensions to make the best of PC architecture (tri-meshes etc), which was a pain. OpenGL standards change very slowly too, whereas DirectX changes whenever MS wants to add a new feature (once a year or so).

    OpenGL is still a contender largely because John Carmack chose it exclusively several yrs back and poo pooed DirectX. More recently he has said DirectX has caught up. The industry tends to listen when JC speaks :-)

    Companies often write for PS1 and 2 and other games consoles after the PC version - rarely at exactly the same time and *all* the consoles need specific code. Basically a new platform is a new rewrite (who wants to see a console version of a PC game 1 yr later that's *exactly* the same???). And the MS ppl at E3 said that DirectX 8 code for PC can be recompiled for XBox *but* it'll probably run at 30-50% of it's potential framerate, so you have to recode stuff anyway. This is mainly to make the best of the different nVidia hw compared to the PC (dual Transform and Lighting engines in the XBox).

    So DirectX gets you pretty much all the PC market - a good way towards XBox and nowhere on the (very profitable) other consoles - but those are a major rewrite anyway - you don't code a PS2 using OpenGL!!!! It runs like a dog if you do!

    On a final note, DirectX 8 was meant to be Fahrenheit (I think the name was) a merger of OpenGL and DirectX, a huge concession by MS after the caning they got from JC and other games developers - but MS and SGI had a falling out (SGI didn't adopt NT fast enough and came out with Linux boxen). In the end MS improved DirectX enough anyway.

    my 2 cents

    --
    pithy comment
  79. Who wants to game on anything other than windows?? by lukegalea1234 · · Score: 3, Insightful

    I think some people are missing the point.
    The big argument against DX is it only runs on windows. The same things that make windows awful for most things makes it superior for gaming. Windows has such an incredible boost for foreground applications (especially ME/98) that it makes it much easier for gaming..
    How many times have you had an mp3 skip because something stupid is happening in the background on linux?? It's great that you can game or do multimedia on linux, but the fact is that what is the point of ramming the square peg into the round hole??

  80. Porting, does it matter which standard you use? by swippy · · Score: 1

    The primary port target for a game is probably going to be a console, not a Mac or a Linux Box. Run any modern shooter on your PC and use some tool to find out how much memory it's using. Now consider that a Play Station 2 has only 32 megs of memory and no hard disk, so no virtual memory. I submit that reducing memory and fixing possible memory fragmentation is much harder problem then spoofing enough of a Direct X interface to get polygons on the screen.

    I should also point out that console programmers are notorious for interfacing directly with the hardware to get as much speed as possible. At that point, it really doesn't matter if OpenGL or Direct X are "more portable" because neither are going to be used in the final ported product.

  81. Re:So, write for the Itanium. No M$ there. by m_ilya · · Score: 1

    Write a killer game for the Itanium (imagine some REAL horsepower to do some stunning, jaw-dropping avatar AI and some absolutely awesome, fearsome, mind-boggling rendering.)

    I'm hardly imaging any popular game targeted for Itanium. At least nowdays it is not a desktop platform. This technology is for servers.

    And BTW as it was already mentioned Whistler will support Itanium.

    --

    --
    Ilya Martynov (http://martynov.org/)

  82. Windows? by J'raxis · · Score: 2

    Why do people develop only for Microsoft-specific platforms? Heres your answer right here.

  83. What about SDL? by Kilobug · · Score: 1

    I don't know well windows programming, but are there a lot of differences between SDL and DirectX? Is SDL easy to develop with? Are there major functionalities in DX that are not in SDL?

    Because SDL can use a lot of backends, it could be an interesting alternate solution.
    So I ask you who know well these API: is there any reason for using DX instead of SDL, above the fact the SDL is not well-known by game designers?

  84. Comparing Direct3D 8 to OpenGL by Forkenhoppen · · Score: 5, Insightful

    Btw, you're comparing apples to oranges here; DirectX is a gaming architecture, while OpenGL a graphics one. You should compare Direct3D with OpenGL. :-)

    Simple answer:

    Direct3D is now simpler to use, better supported by video card manufacturers, and more OO than OpenGL.

    Long answer:

    Up until recently, OpenGL was considered more advanced because it was more high-level. You didn't have to write as much OpenGL code to get stuff to work as you did in Direct3D. (Immediate mode, we're talking about here; only a complete moron would write Direct3D retained mode code, what with the overhead it causes.)

    However, with the release of DirectX 8.0, this has changed. Direct3D is now a lot cleaner and easier to use. No more does every card have all these annoying mode bits for every single little thing; the market has consolidated in such a way that the major players all support simultaneous use of the most important stuff. (In the olden days, you had to check mode bits to see if you could use alpha blending and bilinear filtering at the same time, for example. Some cards did it, some didn't. You had to have a work-around in case each of these things failed. This is no longer a problem.)

    Additionally, Direct3D 8.0 takes OpenGL's way of looking at things, adopts, extends and surpasses. Ever heard of vertex shaders? Pixel shaders? In OpenGL, these are just extensions that are implemented differently by the video card manufacturers. (If they're available at all..) In Direct3D, they're an integral part of the API. And they'll become even more important in years to come. Here's why:

    Anyone remember back before video cards could do stuff on their own, when you did everything on the main processor and pumped it to the video card raw? Well, we're in those days right now with video card design. These processors have very specific things they do; if you want to make a dynamic texture, you'll have to ship it back to the main CPU to process it there. Weighted vertices that use in excess of a certain number of matrices (I'm talking about skinned animation systems here) have to be done on the CPU. The message here is that what the video card can do is very limited, and is "hard coded" in the hardware. There isn't much flexibility here.

    Enter "shaders." These are little applications (more like scripts, though, since there are no branches in execution) that you can run inside the video card. Instead of going through all the vertices on the CPU and transforming 'em or whatever on the CPU, you can write a little program called a vertex shader which'll do it for you on the video card. And pixel shaders will do the same for your textures; now you can have zoom effects, warp effects.. heck, you could probably implement Photoshop as a set of pixel shaders. (In fact, I don't doubt they're looking into it as I type.)

    You see, the graphics API's no longer just a one-processor API with DirectX 8; Direct3D has become an operating system unto itself! Vertex shaders and pixel shaders are like specialized mini-drivers that you load to access the additional functionality. It's really quite neat! I can't wait to see what the demo scene does with these things; the possibilities are endless! :-)

    As for the OO thing, have you ever considered just how many games are OO? Considering OpenGL's very C-ish nature, C++ programmers are easily going to gravitate towards Direct3D, simply because of it's C++ OO design. (And lets not even get started on what happens whenever you throw more than one monitor into the mix. I mean, with DirectX, all you do is use another pointer; what do you do in OpenGL..?) Add in the fact that you'll need DirectX for input and audio either way, and..

    Wrapping things up, until OpenGL catches up to Direct3D in terms of it's integration of vertex and pixel shaders directly into the API, (programmers are lazy; they don't want to have to go searching for a frickin' function pointer to access an extension..) it'll be playing second fiddle to Direct3D in the minds of developers. Especially with the X-Box coming out, and everybody and their cow wanting to port to it.

    Anyways, carry on..

    James

    1. Re:Comparing Direct3D 8 to OpenGL by Anonymous Coward · · Score: 0

      Hey yah, now here is a novel idea. Why don't someone within the linux community start a DirectX port to linux that could be distributed as part of the core linux system? Not a bad idea, and it would make life easier for us that actually do code DX apps. Call it LinDirectX or something, the code would be interchangeable from the MS version, yah? So now if you code all your game with standard c++ calls, then you can just put the code into linux, compile and then you are good to go. Not a bad idea, eh? So get to the design table! I want to see the completed project by the end of FY01 so I can make some more money. L8r, seth aka deadline seth@fragmere.com http://www.fragmere.com/

    2. Re:Comparing Direct3D 8 to OpenGL by Canis · · Score: 4, Insightful
      Somebody mod Forkenhoppen's post up some more, it's the truth.

      I'm a professional PC videogame developer. I used to use OpenGL, about 4 or 5 years ago: At that point, Direct3D was the clunky, awkward, slow, difficult thing that people have labelled it as elsewhere in this thread, and OpenGL was a lovely, simple, pure thing. And so I used OpenGL instead of Direct3D, and lots of other people did too. The most famous examples in gaming are QuakeGL/Quake2/Quake3 (Quake1 at retail was software-only).

      But OpenGL stood still, and Direct3D moved on. Sure, it took then about 4 or 5 revisions (I think they were on D3D version 3 at the time, now they're on version 8.1, but there was no version 4*), screwed up quite a few things along the way, but they got there in the end. Over the years we've either used OpenGL or suffered the vagaries of Microsoft's repeatedly-changing API. But it's settled down now, matured, and become not only usable, but actually much much better than OpenGL. Sorry, but it's true.

      Part of this reason might be "The Farenheit Misdirection" -- basically Microsoft said, "Yes, let's work together on a new API, neither DirectX nor OpenGL, called Farenheit, with the best parts of both, and it'll be great!". And SGI, it seemed, believed them, having not learnt the lesson from IBM and OS/2.

      Course, you don't hear much about it now. :P

      Another reason is the OpenGL review board, which (as I understand it from the outside only, perhaps someone else could fill in more detail and/or correct me) is not making much progress on new spec due to infighting between rival board manufacturers who obviously want the spec to match up closely with their hardware, and for preference, match up as badly as possible with their rival's hardware.

      A few people have mentioned the X-Box thing. Certainly, I doubt anyone will use OpenGL on the X-Box, and any game with both X-Box and PC SKUs will use DirectX too, but I think that's a bridge which is only now being crossed; whereas OpenGL has slacked off for about 2 or 3 years now.

      * which is a different Ask Slashdot: why is there no version 4 of so many things? No DX4, No Palm 4, no Voodoo 4, no Borland C++ Builder 4 ... all skipped straight to 5... go figure

    3. Re:Comparing Direct3D 8 to OpenGL by Darren+Winsper · · Score: 1

      Psst...there was a Voodoo4, it was a single chip VSA-100 designed to compete with the MX.

    4. Re:Comparing Direct3D 8 to OpenGL by MrDolby · · Score: 1

      Yes our company actually has a voodoo 4. Which strangely enough was released after the voodoo 5.

    5. Re:Comparing Direct3D 8 to OpenGL by Anonymous Coward · · Score: 0

      A few people have mentioned the X-Box thing. Certainly, I doubt anyone will use OpenGL on the X-Box

      IIRC Carmack said that if OpenGL is provided on X-Box, he'll use it.

    6. Re:Comparing Direct3D 8 to OpenGL by ae · · Score: 1
      * which is a different Ask Slashdot: why is there no version 4 of so many things? No DX4, No Palm 4, no Voodoo 4, no Borland C++ Builder 4 ... all skipped straight to 5... go figure

      Obviously it all began with Larry's being to drunk to remember whatever happened in episode four.

      --
      Blog Ho
    7. Re:Comparing Direct3D 8 to OpenGL by (startx) · · Score: 1

      slackware had a version 4, but then jumped straight to version 7

  85. MS listen to developers input for DirectX by Anonymous Coward · · Score: 0

    A couple of months ago and in many occasions John Carmack gave some hints where he thinks the new direction graphic chips should go and one thing was higher color depth (64 bits) and DX 9 has been rumoured to maybe provide just this.

    I think we can give credits to Microsoft to listen to the developers and to try pushing graphic chips makers.

  86. Re:So, write for the Itanium. No M$ there. by Clowning · · Score: 2, Interesting

    Games were a major part of Microsoft's rise to power in the first place. While there may be little use for the Itanium in a desktop now, a new game title that took advantage of the power of that chip would shorten the time until the chip hits the desktop mainstream. And while M$ may be planning a realease of Whistler for the new chip, I'm sure DX is nowhere in sight for it. This is an opportunity to take back a major part of M$'s allure. Any takers?

  87. And that's not the only piece of Hardware by gotan · · Score: 2

    Nvidia even makes their hardware talk to DirectX. That means games programed in DirectX will probably get the most out of that graphics boards, and considering nVidias marketshare that's not a bad idea. It gets even better if other chipset manufacturers do that too. And let's be honest, even most linux-folks out there have a w98 boot option if they want to play games not available for Linux. So marketshare is even less of an argument.

    The problem with all this is, that DirectX gives Microsoft yet another lever to dominate multimedia formats and applications, for example formats for animated content (let's see if flash-plugins and shockwave go the way of netscape and realplayer in the near future) and this is big: every advertiseing company wants that, guess what they'd pay for development kits, if the stuff is guaranteed to display properly in IE.

    --
    "By the way if anyone here is in advertising or marketing... kill yourself." -- Bill Hicks
    1. Re:And that's not the only piece of Hardware by Anonymous Coward · · Score: 0

      Microsoft made an attempt at a Flash-like environment a few years ago. Was called DirectAnimation or something like that, or was it LiquidMotion. Didn't catch on.

      (The nice thing about Microsoft is that there's virtually nothing in the software world that they haven't tried at least once...)

  88. OpenGL vs. DirectX by defile · · Score: 3, Redundant

    It should be OpenGL vs. Direct3D

    DirectX is an entire API for 2dD graphics, sound, input, and probably a dozen others (DirectNetwork! DirectSideScroller! etc).

    Direct3D is what sucked so much. OpenGL would've been the obvious replacement. The industry even petitioned Microsoft to drop Direct3D in favor of OpenGL. They of course refused. They even had some marketing chick come out and try to say that OpenGL was inferior because of "procedural overhead" (as OpenGL is a procedural API).

    So, Direct3D slowly gets better, everyone else suffers because of Microsoft's bullshit.

    OpenGL plus OpenAL plus SDL on Linux is probably enough to make a great game.

  89. N64 by Fatal0E · · Score: 1

    the N64 uses opengl

    1. Re:N64 by AndrewHowe · · Score: 2

      No, it does not. It uses a faintly similar API, but it is not OpenGL.

  90. Re:Who wants to game on anything other than window by Anonymous Coward · · Score: 0

    My MP3s don't skip under Linux. Even when I'm playing Quake 3 and listening to an MP3 running in the "background". I don't have an especially impressive machine either. But 90 FPS and no sound skipping sounds like a suitable platform for gaming to me.

  91. Re:Cross Platform isn?t Relevant by Zenin · · Score: 1

    There are rare exceptions, to be sure (one extremely notiable exception you didn't list is Half-Life and with it Counter-Strike), but for the vast, vast majority the life span is incredibly short. And even better point however...is looking at how incredibly few of those exceptionally long-living games haven't been ported to other platforms.

    Remember, the extra coding required isn't the only cost for multi-platform...you have to think about QA, packaging (which is typically a different box per OS), and most importantly...tech support.

    The added tech support costs alone could very likely eat up not just the extra ~8% you made by selling to Mac/Linux users (I'm being generous here), but quite likely go far beyond that and start eatting the profits otherwise gleamed from your primary platform.

    My platform of choice for general use is FreeBSD, but my game boxes have been, and for the forseeable future will be, Windows.

    I hate to say it, but even if the next five games I'll likely want to buy (Dark Age of Camelot, Shadowbane, Operation: Flashpoint, EVE - The Second Genesis, Earth and Beyond) all were released for FreeBSD (or Linux, Mac, whatever), I still would buy the Windows versions. For as much as I too dispise the Evil that is forged in Redmond, there simply is not to be found a single champion with the might to stand against it.

    If Linux wants games...it has to stop sucking complete ass as a gaming platform (which isn't likely...ever, IMHO). The only possible challenger at this point to the all mighty Windows for a gaming system is MacOS X. But it's not there yet, at the very least it needs to prove itself (as a game platform).

    --
    My /. uid is better then your /. uid
  92. SDL ! by chrysalis · · Score: 2

    If you want an open and portable equivalent of Direct X (not only Direct 3D), go for SDL.
    SDL supports 2D graphics, but also 3D (through OpenGL wrappers), CD-Rom operations, sound, network, load/save of bitmap formats, joystick, etc. And it can renders on windows, X11, svgalib, GGI, AA, BeOS, etc.
    SDL is very easy to program, and everything is designed in a very consistent way.

    --
    {{.sig}}
  93. Re:So, write for the Itanium. No M$ there. by Anonymous Coward · · Score: 0

    What about it? MS have never shown themselves good at anything but x86 (with the possible exception of wince/mips) - PPC (never finished) and Alpha NT were pants.

    Linux runs on Itanium NOW. And most people can't even get Itanium boxes yet!

    Linux also runs on pretty much anything else that has an MMU.

  94. You are a big, fat troll by Anonymous Coward · · Score: 0
    DLS? Downloadable samples? Hahahahahahaha.

    You also neglect to take into account that using a giant bit-blt between system and video memory, essentially, would be mega-slow (especially for every frame!).

    Also keep in mind that, at least as of recently, OpenGL and D3D/DDraw don't play well together...

  95. no by Anonymous Coward · · Score: 0

    No, unlike most other companies, game companies (small ones, at least) rely on the people who will be creating and using the technology to make decisions. Yes, this is speaking from personal experience at a small (35 people) game development studio.

  96. Bullsh*t by Anonymous Coward · · Score: 0

    Every game I have purchased in the last year has OpenGL support. It may also offer DirectX support, but that does not mean that OpenGL is dying.

    Also, a lot of games use DirectX for its other APIs yet use OpenGL for the 3d portions.

  97. Re:So, write for the Itanium. No M$ there. by Anonymous Coward · · Score: 0

    Jesus, that was just about the most incoherent thing I've read this morning...

  98. Re:So, write for the Itanium. No M$ there. by Anonymous Coward · · Score: 0

    Last build I looked at of XP Professional for Itanium had full DX8.1 support. (Yes, they're making a non-server release as well).

  99. Compatibility by fm6 · · Score: 2
    As we've seen this year, game companies don't care whether DX limits them to windows or not

    I'm not a hardware wonk, but it seems to me that there are hardware issues too. I'm typing this on my work system, which has a fancy Intergraphics card. God know why the guy I inherited it from ordered it -- we don't do CAD here. Anyway, the card has no issues with OpenGL software, but I can't run DirectX apps now matter how I fiddle with the drivers. Not a big deal for me -- shouldn't run Age of Empire II at work anyway -- but just a little strange.

  100. Not hard ... by Anonymous Coward · · Score: 0

    " [...] If DirectX is so hard to program in, so clunky to use, and limits the game to being sold on only one OS [...]. "

    I'm a DX developer. And we use it because:

    1) It's NOT hard to program in.

    2) It's NOT clunky to use.

    3) Being for Windows, we cover 90% (or whatever close) of ALL PC in the market.

    Any questions ?

    - Steve

  101. In case you didn't know... by Pandaemonium · · Score: 1

    id software, the primary force behind supporting OpenGL for gaming, has used DirectX in all of it's games since WinQuake.

    IIRC, DirectSound and DirectInput were used in WinQuake, Quake II, and Quake III. Any games based off of the Quake engine with the WinQuake client are the same.

    OpenGL was used by Carmack back in the day because that was the Right Thing (tm). When GLQuake was released, it was released as a testbed, a "we can do it and make this look good if you will, and we can do it faster than using DirectX for anything". Of course, then 3dfx released their half-assed OpenGL MCD for the Voodoo and GLQuake, and the rest is history.

    OpenGL and DirectX are like talking about apples and fruit baskets. OpenGL is a damn great API, but DirectX covers all the basics, so programmers don't have to. Hell, last I checked, Microsoft actually licensed Monolith's LithTech engine (or a predecessor) and threw that into DirectX! All you had to do was make content, and DirectX took care of all the hard stuff. Silly, huh?

  102. Gamers perspective by notext · · Score: 2, Insightful

    Since I do not program games but do play them I will throw in my 2 cents. Other people may not agree, good for them. This is only for FPS games. I don't play RPG or RTS so I can't say how it is in those genre's.

    It's hard to explain these things without being vague so bear with me.
    First, the mouse movement in every d3d game I have played has sucked, at least for me. The only way I can explain it is that it feels sloppy.

    Second, d3d games always look glossy or shiny. This is another point that is hard to explain. I really with I could explain this in better detail as this is the problem I have always hated this. It looks like everything has a nice shiny clear coat finish, if thats any better explanation.

    Maybe opengl is going away in games and that makes me sad. If my only choice is the sloppy mouse and shiny graphics in d3d then I would probably only play ones that are very heavy on storyline, which narrows it down to 1 or 2. I wouldn't play any mp deathmatch, ctf, etc.

  103. Documentation by Otis_INF · · Score: 3, Informative
    One word: Documentation.

    The DirectX SDK comes with a lot of documentation, examples, background info etc, so a beginner and a novice and even an expert can jump right in and start hammering out code.

    With OpenGL that's totally different. First you have the OpenGL 1.1 documentation in the MSDN (clearly the best around, sorry), and for extensions you have to dig into pdf's, vague marketing info and other crap.

    Example? nVidia will soon release an ICD that is OpenGL 1.3 compatible. But... how to use that OpenGL 1.3 API in your code? Is there a nice piece of examplecode that 1) explains the 1.3 (or 1.2!) functions extensively, 2) shows you how to actually USE these functions in your code without having to hassle around with glext.h's that are out of date and lack definitions for 1.2 or 1.3 functions and constants.

    --
    Never underestimate the relief of true separation of Religion and State.
  104. Simple by ioman1 · · Score: 1

    Its simple really. More people own Microsoft Operating systems. Developers want to make money, so they prgram in a code that will be used in the major operating systems. Developers are simply trying to make money. It all starts with the operating system. If you want to see more opengl software, but Linux's ass and tell them to get their marketing in gear and their software in the homes of consumers. Only then will you see developers makes software using Opengl.

  105. NOT inJava by Anonymous Coward · · Score: 0

    Sorry, but there's NO possibilities to create a TPS using 100% Java. Ever. If you check the spec of the Jamid game, their need Java3D, which is, again in fully C/C++. So all the 3D is manageed by a library, that is not necessary ported on all java plateform. Java is just used to join pieces of the game together, and all other easy tasks (menus, etc). SO, 80% or so of the whole game is in C/C++. The rest is Java.

    It's not what I really call a "Full Java TPS"...

    :-)

    - Steve
    "If I move to Paper Street, shoot me !"

  106. For OpenGL to succeed... by FrostyWheaton · · Score: 4, Insightful

    It must do one, and only one thing:

    Work better than Direct3D

    It is that simple. As many people have pointed out DirectX runs on 80%-90% of all home pc, so switching to Open GL to capture more marketshare is only feasible if the cost of development are the same. The problem is: they are not.

    Microsoft has poured unknown millions into the development of DirectX and has produced a universal set of API's that work on any video hardware. Until OpenGL or MesaGL etc. can function out of the box with the same (relative) ease development houses will stick with DirectX.

    In simple economic terms, DirectX and OpenGL are not close substitutes. One is well known entrenched and universally supported, the competition resides more on the margins and has universal compatability problems. And these compatability/extension issues drive up the price of developing with OpenGL so it becomes an even less attractive substitute.

    The OpenGL/Direct3D battle is no different from the Linux/Windows or IIS/Apache or any other open source/proprietary battle. It is not won with principle, or good intentions, but with results. If people want to see OpenGL succeed make it better, and cheaper to develop with than the proprietary offering.

    --
    Comments should be like skirts. Short enough to keep your attention, but long enough to cover the subject
    1. Re:For OpenGL to succeed... by Anonymous Coward · · Score: 0

      Its obviously not that simple. OpenGL was unquestionaly superior in every single way for at least 5 years (remember "execute buffers"?). Direct3D still grew slowly and steadily.

      In the past year or two its gotten good for programmers and end users, but it wasn'y always that way.

    2. Re:For OpenGL to succeed... by geekoid · · Score: 2

      Do not meddle in the affairs of wizards, for they are subtle and quick to anger

      they also say 'do not ask elves for advice, for they will say both no, and yes'

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    3. Re:For OpenGL to succeed... by kubrick · · Score: 1

      Do not meddle in the affairs of wizards, for they are subtle and quick to anger

      they also say 'do not ask elves for advice, for they will say both no, and yes'


      They also say 'Do not meddle in the affairs of dragons, for you are crunchy and taste good with ketchup.'

      However, it's unlikely that line will be in any of the LOTR movies... :)

      --
      deus does not exist but if he does
  107. All my games run in OpenGL by MrResistor · · Score: 1
    In fact, every game I have bought or played in the last 4 years has had the option to run in OpenGL, although they certainly use DirectX for everything else (except EAX for sound in some games). I would say that most games say DirectX on the box because there is some incentive for it. If there were incentive for them to say OpenGL on the box they probably would.

    --
    Under capitalism man exploits man. Under communism it's the other way around.
  108. We don't need no stinking games... by Mongoose · · Score: 2, Insightful

    OpenGL is used for scientific modeling, film fx, and tons of other things. DX ( D3D ) is only good for one thing and that's *PC games. PC games are nothing, since they can't even compete with consoles. DX on Xbox is also a moot point.

    The point then? The point is GL will always be what modelers and the R&D depts will use, because it's a stable and modular API.

    As for GL games? If you have a game based on GL, it will support more card features months before DX. However you can't use a cookie cutter engine like lilthtech and the like. There sure are more DX games, but they're mostly swill to be honest.

    Would you rather have a dozen lithtech based games or something based on UT, Q3A, or etc?
    -------

    Please remember when you post the PC gaming market has nothing to do with GL's "life and death".

    May the mongoose save your soul!

  109. Redundant but, by RyuuzakiTetsuya · · Score: 1

    I think it has something to do with Direct3D as a Gaming 3D API, note, GAMING, API. OpenGL has it's place as a professional API, well, on a Windows based platform. Also given that support for said API is easier given DX Diagnostics, and also more robust hardware support(Pixel Shaders anyone? Not in 1.2)

    --
    Non impediti ratione cogitationus.
  110. The present and the future by John+Carmack · · Score: 5, Informative

    I'm still developing everything with OpenGL, and I'm still targeting mac and linux as well as windows, but I want to rationally address some points in the API debate:

    D3D is clunky, etc

    Not really true anymore. MS made large strides with each release, and DX8 can't be called a lousy API anymore. One can argue various points, but they are minor points. Anti-Microsoft forces have a bad habit of focusing on early problems, and not tracking the improvements that have been made in current versions. My rant of five years ago doesn't apply to the world of today.

    I do think that the world would be a slightly better place if Microsoft had pulled an embrace-and-extend on OpenGL instead of developing a brand new API that had to be rewritten a half dozen times, but its water under the bridge now.

    Open for more sales, etc

    It has been pretty clearly demonstrated that the mac market is barely viable and the linux market is not viable for game developers to pursue. Linux ports will be done out of good will, not profit motives. From an economic standpoint, a developer is not making a bad call if they ignore the existence of all platforms but windows.

    DX8 Gives more features

    Some people have an odd view that an API gives you features. Assuming you don't care about software emulation, hardware gives you features, and an API exposes them. If you try to use vertex programs or bump env map on a TNT, DX8 doesn't magically make it work. DX8's hardware independence is also looking a bit silly now as they make point releases to support ATI's new hardware. They might as well say D3D-GF3 or D3D-R200 instead of DX8 and DX8.1.

    All of Nvidia's new features have showed up as OpenGL extensions before they show up as new D3D features.

    Divergent extensions haven't been a problem up until very recently. All of the vendors tended to support all the extensions they could, and if they had unique functionality, like register combiners, they made their own extension. The current status of vertex programs does piss me off, though. I really wish ATI would have just adopted Nvidia's extension, even if it meant not exposing every last bit of their hardware.

    Abstraction in a high performance environment can be dangerous. If you insist that all hardware behave the same, you prevent vendors from making significant improvements. If the spec for behavior comes from people that aren't hardware oriented, it can be a huge burden. D3D still suffers somewhat due to this, with some semantics and odd features that make hardware guys wince.

    The Good News

    We are rapidly approaching a real golden age for graphics programming. Currently, cards and API's are a complex mess of hundreds of states and function calls, but the next two years will see the addition of the final primitive functionality needed to allow arbitrarily complex operations with graceful performance degradation.

    At that point, a higher level graphics API will finally make good sense. There is debate over exactly what it is going to look like, but the model will be like C. Just like any CPU can compile any C program (with various levels of efficiency), any graphics card past this point will be able to run any shader. Some hardware vendors are a bit concerned about this, because bullet point features that you have that the other guy doesn't are a major marketing feature, but the direction is a technical inevitability. They will just have to compete on price and performance. Oh, darn.

    It's a Turing machine point. Even if OpenGL 2.0 and DX10 don't adopt the same shader description language, they will be functionally equivalent, and could be automatically translated.

    There is lots of other goop like texture specification and context management that will still be different between API, but the core day-to-day work of a graphics programmer will be basically above the disputes.

    John Carmack

    1. Re:The present and the future by Anonymous Coward · · Score: 5, Funny
      Boy do you not know what you are talking about! It never ceases to amaze me when some 15 year old kid who's only experience with real game programming is writing dupe macros for Ultima Online decides to jump into a discussion on slashdot and make all these sweeping generalizations like they actually have a clue.

      The whole tone of your comment has this ridiculous tone of authority like you and only you among slashdot's readership is qualified to make intelligent points about the topic. Well guess what? Slashdot is a democracy, and you are no better positioned to trash Linux gaming than the rest of us. As a matter of fact, I bet you are some lame Wind0ze user who doesn't know the first thing about Linux! There are lots of Linux games and they totally rock. It is just stupid for the majority of game developers to ignore the best OS out there just because Bill Gates has a total monopoly and all the stupid people use his product.

      All you moderators who voted this up to +5 just prove that you are total suckers for some shill from Micros~1 who can write with a fake semblence of authority. You are hurting Linux by giving credence to someone who obviously has ulterior motives. Stop rewarding people who just write 15 paragraphs and start realizing that what makes Slashdot so great is that we can all offer our professional opinions about stuff. We don't need to rely on some long winded, self-important person to tell us what's going on, because we know best!

      The one thing that really makes the internet a great place is that we have ripped down the barriers to publishing, and by doing so we have proven that we don't need self-described "experts" to tell us what to think.

    2. Re:The present and the future by Anonymous Coward · · Score: 0

      Either this was one of the subtlest attempts at sarcasm I've seen on Slashdot, or you have no clue. Try looking "John Carmack" up on your favorite search engine and you'll realize how deep down your throat you've just put your foot. (Hint: heard of a game called Doom? He had a little something to do with that, and its followups.) Sometimes a tone of authority is a sign the speaker really is an authority.

    3. Re:The present and the future by Anonymous Coward · · Score: 0

      Come on people, the sarcasm isn't even subtle.

    4. Re:The present and the future by Anonymous Coward · · Score: 0

      Honestly. I can't believe people didn't get that. At least it's modded funny.

    5. Re:The present and the future by Anonymous Coward · · Score: 0

      Will you swallow your linux pride for just ONE moment and understand what he is trying to say? This isn't some major revelation that he's talking about but it's the mere truth.

      Whether you like Windows or not, 95+% of computing world is Wintel. Where are developers going to maximize on revenue? Writing for what the majority uses or a for a small niche market like mac/linux . You are probably the type of person that envisions a day when linux will replace windows in the typical home, but it simply will not happen because it's not as easy to use compared to windows.

      I use a Mac personally so your windows-loving conspiracy theories about me can be put to rest.

      Furthermore, I DO consider Mr. Carmack to be an authority in the industry as his technologies have been used to fuel the gaming industry. Without him, we would not be where we are today. Why don't you start addressing some of your own insecurities instead of trying to tear down others that have worked and earned the respect they deserve.

    6. Re:The present and the future by Anonymous Coward · · Score: 1, Informative

      >The current status of vertex programs does piss
      >me off, though. I really wish ATI would have
      >just adopted Nvidia's extension, even if it
      >meant not exposing every last bit of their
      >hardware.

      Perhaps Carmack didn't see where it says "NVIDIA Propietary" under "IP Status" on the vertex program spec. I'm not lawyer, but wouldn't that make it illegal for ATI to adopt the extension?

    7. Re:The present and the future by John_Booty · · Score: 3, Funny

      Boy do you not know what you are talking about! It never ceases to amaze me when some 15 year old kid...

      I don't know which is funnier... this post, or the replies of those who didn't "get it". :)

      --

      OtakuBooty.com: Smart, funny, sexy nerds.
    8. Re:The present and the future by Anonymous Coward · · Score: 0

      Ditto

    9. Re:The present and the future by Anonymous Coward · · Score: 0

      Not all of us are comfortable with putting all our eggs in one basket--with vertex and pixel programs of this particular flavor. Sure, they may (eventually) provide Turing-complete programming, but then, so does the CPU. That doesn't make it the right solution (since the CPU clearly ain't the right solution).

      It may be the right solution right now, based on the cost and speed of memory, the general performance of CPUs, the bandwidth between GPU and CPU, and the transistor counts available for GPUs; but it may not always be. Under the model you describe we may get trapped down an evolutionary dead-end.

      Competition is good. Price/performance competition with Microsoft at the features rudder... does not sound very good to me.

      Sean

    10. Re:The present and the future by Anonymous Coward · · Score: 0

      Wow. Did you enjoy saying "fuck you" to John Carmack? Did it make you feel special?

    11. Re:The present and the future by mr100percent · · Score: 1

      The 95% statistic is made up. Somewhere around 20% of all PCs are MacOS, due to the iMacs selling in the millions. I know the remaining 80% aren't Windows, there's some Linux there, but Linux as a primary OS(ie. >50% of the time you're in Linux) doesn't stack up to the amount of Macs in use today.

      Macs do sell well in terms of software. With a Geforce3, there are several hundred thousand copies of Q3A:TA sold for the Mac.

    12. Re:The present and the future by mr100percent · · Score: 1

      What about consoles? Don't they sell far more than PC games?

      I wouldn't worry too much about the mac, there are many porting houses that port the mac version over, at the expense of looong delays for a mac version, usually 6 months minimum.

      Q3A is the only game I really enjoy the mac port of, the patches are extremely prompt, thanx.

    13. Re:The present and the future by Anonymous Coward · · Score: 0

      I agree with you that Macs do well, and as a fellow mac user I would like to believe that we have 20% market share, but I don't think I can. We definitely have higher share than linux though. John Carmack is over rated. Wow! He made violence look cool, so that we can have more school shootings, and geeks can feel powerful. What a hero!

    14. Re:The present and the future by Scatterblak · · Score: 0, Redundant

      My, you're kind of a whiney pussy, aren't you?

      --
      Director of Implementation OmniComm
    15. Re:The present and the future by Anonymous Coward · · Score: 0

      Bah. School shootings my arse.. Psychos do school shootings not people who play violent video games. Stop scape-goat hunting champ and deal with the fact that loonies ruin lives, if they happen to like violent video games then it is mostly coincidental. Billions of people play violent video games, do billions go on killing sprees.. Nope didn't think so.

    16. Re:The present and the future by Anonymous Coward · · Score: 0

      Castle wolfinstien was a breakthrew in gamming, same as wing commander, but everything sence has been a repeat of the old stuff (doom, quake). I respect John Carmack, but I would never take what he says to seriously. I know alot of kids put him at legend status, but thats just not understanding how hard it is to program in machine or assembly, instead of making games. Carmacks a good solid game programmer. He should stick to that. He rants to much.

    17. Re:The present and the future by Pub_Producer · · Score: 1

      Is Q3A:TA being bundled with the GeForce 3 on the Mac? If it isn't, then your sales numbers are high. According to PC Data, and Apple (they were in the office the other day), there were only about 11,000 copies of Q3A sold for the Mac.

    18. Re:The present and the future by Stepto · · Score: 1

      Boy do you not know what you are talking about! It never ceases to amaze me when some 15 year old kid who's only experience with real game programming is writing dupe macros for Ultima Online decides to jump into a discussion on slashdot and make all these sweeping generalizations like they actually have a clue.

      I couldn't agree more! In fact I've already emailed commendante taco and that robolimosine guy to take this fucking james carmack and automatically moderate all his posts to below the lowest possible point that can be set in the new slashbingo that the site is running.

      The days of anyone trying to come on here and cyberturf pro Micro$0~1 stuff here is AT AN END.

      VIVA LA LUNIX! ME CASA SU LINUX! I AM WITH YOU MY BORHTER!!

      S.

      --
      http://www.stepto.com

    19. Re:The present and the future by JFMulder · · Score: 0, Flamebait

      Just droppin in to say that if that reply to the Carmack post is really humour, then it's a sad sad world we live in. All you guys who find this post funny really need to see a doctor or something, it's just plain dumb.

    20. Re:The present and the future by Anonymous Coward · · Score: 0

      You're right. Having the ability to laugh at yourself is often considered indicative of extreme psychological problems amongst medical professionals. It has also been proven that reading comprehension skills are totally unnecessary, and all writings should be taken directly at face value.

    21. Re:The present and the future by coolhand1969 · · Score: 1

      And your some kind aof A hole yourself Fella! You being the self appointed Sheriff !

    22. Re:The present and the future by coolhand1969 · · Score: 1

      Do us all a service by shutting your man meat hole. Go slup your man goo.

    23. Re:The present and the future by coolhand1969 · · Score: 1

      You seem to know alot about being a dumb ass ? I guess living as one day in and day out helps ?

    24. Re:The present and the future by coolhand1969 · · Score: 1

      OH, I guess john pays you to be his Cyber Portector? Maybe his Cyber Condom? Go back to pumping your fist and shut up.

    25. Re:The present and the future by Anonymous Coward · · Score: 0

      hmmm, and I could have sworn this country was more ruined than most of the more developed european democracies. And there are a lot of things out there to determine these things by. your country has aprox. 5-6 times the population of mine, and the state of california is aproximately the size of mine, thats 62,000,000 to your 270,000,000

      however you have a introverted society, where tax money doesn't go back into developing your communities, your government chooses to ignore the wishes of the vast majority of the population, and take something as stupid as guns.

      I looked at the governments numbers for deaths in 98, USA 32,000 deaths by firearms as opposed to 44 in mine, I don't see a 6:1 ratio there, and in the same year in the USA 76 babes under the age of 4 were shot dead thats more 4 year olds than the total deaths in my own country.

      not that this has much to do with the subject apart from the fact that your comparison is made from pure ignorance, as much so as your responce to the original topic.

    26. Re:The present and the future by Anonymous Coward · · Score: 0
      We know you're jealous of the U.S. leftist boy. It's alright. We understand. I'd be trying to put down a country that I was jealous of if I was living in some poor, little, socialist country too.

      Some day, hopefully, the people of your country will wake up to the realization that they've been brainwashed into believing that the federal government should be a person's mommmy and daddy from cradle to grave.

    27. Re:The present and the future by djohnsto · · Score: 1

      I asked Nvidia at the last Games Developer's Conference about extensions for vertex/pixel shaders (GL_NV_vertex_program, GL_NV_texture_shader, GL_NV_register_combiners2, etc.) and multiple vendor support. They said that if others were interested, they would have no problem in letting them support the extensions. ATI obviously didn't take that route...

      Dan

      --
      Dan
    28. Re:The present and the future by Anonymous Coward · · Score: 0

      Why would this person be jealous of your fucked up country? I am sick of Americans thinking that the US of A is the only country in the world and all countries look up them, cause we don't! There are vast amount of countries better than the US, home of the not so free (in jail, death row, dead...) And no, it's most likely that this person does not come from a socialist country like you would like to believe.

      Maybe YOU will wake up some day and realize that the US isn't all that it's cracked up to be.

    29. Re:The present and the future by Lord+Kenja · · Score: 1

      I donno about being a legend. But I think we can safely say that Carmack is one of the best 3D programmers out there. And a person who seriously considers the current alternatives and oppertunities in his field.

      As for making new stuff... Well. No offence. But I wouldn't define Carmack as a game developer. As far as I can see. It seems he is much more interrested in pushing the limit of how good 3D a computer can generate. In many ways it seems much more like personal research than making games. As I see it that's what all the other guys at id is doing... Using his work to make games.

      As for id doing something new... Well... I'm not sure if I would take anything else serious from id than FPS games... Right now it is not exactly a company known for it's rich storylines or huge details of realism... I'm not sure their current team would do very well at doing much else than great looking action games with perhaps a couple of good excuses to blow everything in sight to pices.

    30. Re:The present and the future by Dalantech · · Score: 1

      I've been asked on my own forum why people who bought the Windows version of Quake couldn't get some kind of discount on the Linux version. I said that because of the distribution costs id has to charge for the game, even if you bought the Windoze copy.

      Granted Unix based games have not sold well. But are you sure your numbers for Q3 are accurate? How many people "borrowed" a copy cause they felt justified in doing so after paying for the Windows version?

      Sad but true: People will whine and complain about the cost of comercial software, and then turn around and crack shareware... (yes, I know Q3 isn't shareware... you get my point). How many of you out there didn't show your support for the Linux version of Q3 by paying for your copy?...

      --
      www.dalantech.com
    31. Re:The present and the future by Anonymous Coward · · Score: 0

      >> and I'm still targeting mac and linux as well
      >> as windows

      Yet:

      >> It has been pretty clearly demonstrated that
      >> the mac market is barely viable and the linux
      >> market is not viable

      So why are you still developing for both platforms then? Seems like a bit of a contradiction to me.

      >> D3D is clunky, etc

      It's still based on COM which is "clunky" IMHO.

      >> instead of developing a brand new API that had
      >> to be rewritten a half dozen times, but its
      >> water under the bridge now.

      I don't think it is "water under the bridge" - if a company needs to "rewrite" an API half a dozen times then who says they aren't going to decide to rewrite a couple more times, just to make sure? It certainly doesn't inspire much faith in MS's software engineering, does it? You seem very forgiving.

      >> From an economic standpoint, a developer is
      >> not making a bad call if they ignore the
      >> existence of all platforms but windows.

      I think here, sadly, that you're right. This is a very interesting point that is true of open source in general (or even on a MS vs The World scenario). Windows software simply is a lot more financially viable because Windows is the consumer market.

      >> They might as well say D3D-GF3 or D3D-R200
      >> instead of DX8 and DX8.1.

      Yeah. Maybe that's a point, don't you think?

      >> I really wish ATI would have just adopted
      >> Nvidia's extension, even if it meant not
      >> exposing every last bit of their hardware.

      That sounds like a very naive statement, John. Do you seriously believe that ATI would do that? C'mon...

      >> Abstraction in a high performance environment
      >> can be dangerous.

      Agreed but...

      >> At that point, a higher level graphics API
      >> will finally make good sense

      ???

      Sounds to me like you think hardware still has some catch up to do in order to reach this point...

      >> but the direction is a technical inevitability

      Agreed - the addition of hardware vertex/pixel shaders is evidence of this.

      >> It's a Turing machine point. Even if OpenGL
      >> 2.0 and DX10 don't adopt the same shader
      >> description language

      Yes but then you can argue Turing Machine computational power equivalence between a dedicated hardware processor vs software emulation - they both produce the same result so they're the same, right? Wrong. So, I think this is a bit of a non-point.

      The reason why C works well is because it typically maps very well onto assembler. However, if you have to go through software emulation (e.g. compiling FP code on a machine with no FPU) then you are going take a performance hit. There really is no way to avoid this, you just have to bite the bullet.

    32. Re:The present and the future by nathanh · · Score: 2
      ...

      Excellent summary. I'd like to add one more point. OpenGL isn't supported nearly well enough on Windows. Only 3 popular cards (ie, affordable consumer grade) have a decent implementation. But pretty much all Windows cards have a workable Direct3D implementation. It's little wonder that Direct3D is targetted first by games developers.

      The OpenGL spec is difficult to write a fully compliant driver against. The state of OpenGL would be immensely boosted if there was an open source direct rendering OpenGL implementation for Windows. Then all video cards from all manufacturers would at least have some minimum quality for their entry level drivers.

    33. Re:The present and the future by Nexum · · Score: 1

      Thinking about Linux, I had always assumed that the wisdom behind a Linux port was not so that people could play Quake at home on their Linux box, but so that Linux machines could be used as Quake servers.

      This brought me on to thinking about MacOs, as some have already mentioned in this thread. With MacOS X based on Unix and not a proprietary kernel any more, surely this will aid porting of games, with both Linux and OS X based around similar operating systems it should add credence not only for id, but for other games developers to see the 'alternative' operating system market as more financially viable.

      If i'm not mistaken, using Unix with such a powerful and complete layer of OpenGL built into the operating system was more than just a design feature, but a serious attempt at attracting games developers to give quality support for the platform.

      --

      This sig has been deprecated.
    34. Re:The present and the future by MrDolby · · Score: 1

      You are right about OpenGl not being supported well by video cards. I work in a outsourced compatibility lab that tests games on various hardware, the Direct3d games almost always have fewer compat issues with video cards than the Opengl games.

    35. Re:The present and the future by Anonymous Coward · · Score: 0

      Hey Ma! Come look at all the Carmack ass-kissers!

    36. Re:The present and the future by Anonymous Coward · · Score: 0

      I have to agree with Carmack on this one. As a gamer yes it would be great to see a game for ever type of os that exist that way everyone is happy. As a business man. That would be self Annihilation where it hurts me and the my company the most. Which is the bottom line. Anything to raise that is not good and will probably definetly show on the share value of said company.

      For all the economic wizzes out there. It is a simple supply and demand curve. Is there a Linux demand? Most likely. Will it out due the windoze demand. Highly unlikely unless the linux community all of the sudden boomed to 6x10^6 installed bases. Now as Carmack pointed out and I reiterated.... It is all about the bottom lineand profit margin. From a business stand point. What is going to sell more and be more cost effective for us? ;)

    37. Re:The present and the future by Zeitgeist01 · · Score: 1

      that was almost funny eeker...

      --
      "Wanna flame me? Save your breath for your inflatable date" webmaster, http://www.godmonkey.com
    38. Re:The present and the future by Anonymous Coward · · Score: 0

      Consoles do sell many more copies than PC games in general. But, a PC game maker doesn't pay money to Sony or Nintendo for the "privilege" of making a game for their platform.

      I'm not sure how much of a difference it makes to the developer, but I'd tend to think its a good chunk of change they save. When Sony lessened the amount they charge companies to make games all of a sudden one company brought out several $10 games for the PSone, making me think it makes a big difference.

    39. Re:The present and the future by Anonymous Coward · · Score: 0

      It's obvious that Linux is currently not making money for ID Software, so I want to extend a heartfelt thank you to John Carmack and the rest of the great game makers at ID for their support of my sole platform (I haven't had Windows on my computer since 1999, and in several critical ways it is sooo much harder to use and maintain than Linux).

      I'm not a big game player, but I do like to play a few of them. I kept Quake 1 and Quake 2 on my computer several months after I was playing Q3, which (to me) is a testament to their replayability. The only reason I took them off was because I was running out of HD space -grin-. Now that I have a large HD, I will probably reinstall them alongside the new games I'm going to buy.

      So once again, thank you ID Software!

    40. Re:The present and the future by grammar+fascist · · Score: 2

      What? This has been modded down AGAIN?? This has to be the funniest post I've seen in AGES.

      --
      I got my Linux laptop at System76.
    41. Re:The present and the future by Anonymous Coward · · Score: 0

      experts? im sorry but this tirade seems to be that of an overemotional fanatic who lacks pragmatisim to understand that regardless of how thigns should and could work, they don't nessisarly work that way. and critiszing windows users...well, yes, we can all give into that temptation soemtimes, however even th emost rabid linix user has to acknoalge the massive winos slant software has, and thus again, regareldss of how much ang linux games might "rock" they are in the minority. "sigh" im not even gonan go any further, its self-rightous *holes like previous that stop any real discussion from developing with their fanatic dogma and total lackof consideration forvalidity otherts points.

    42. Re:The present and the future by Anonymous Coward · · Score: 0

      What office is this?

    43. Re:The present and the future by Flabdabb+Hubbard · · Score: 1
      You know what ? I'm glad the gun crazy lunatics and rabid capitalists have somewhere to call home.


      It keeps them out of Europe.

    44. Re:The present and the future by Anonymous Coward · · Score: 0

      There is no way to accurately measure Mac sales for Quake 3. When I bought Quake 3 for my mac, the windows version was $15 cheaper, so I bought the windows version for the pak files, then downloaded the executable Mac file (had to anyways, for an update), and saved myself some money.

      I know many Mac users who did the same. Id could have easily put out a multiplatform CD for Quake 3, with the same pak files but different executables. But be assured that most Mac gamers are not going to pay extra for a game if they don't have to. It's unfortunate that this fudges up your sales figures, but I suspect you could DOUBLE the amount of mac sales and get a more clear picture of how many mac users are buying Quake 3.

    45. Re:The present and the future by Anonymous Coward · · Score: 0

      heh, I'm the guy that diverted the conversation from the topic, sorry guys just after living here in the states the last couple of years, these kinds of topics rub me the wrong way. Just thought I'd mention to the original guy that I'm from the UK, it sure aint perfect over there, but they did pretty much invent capitalism, socialism,and some extent communism and there is a difference between communists and socialism that a lot of americans I talk do don't seem to realise. And I'd just like to say that the majority of americans I meet are actuallt decent people who probably ought to take a holiday in western europe sometime because its interesting to compare :)

      anyway, I'd just like to say that Carmak is the man mostly responsible for pushing the graphics technology of computer games these last 10 years, and thats apropriate for this forum, but I don't think any one man can be held responsible for the great games out there, afterall, doom and quake are very simple games and only groundbreaking in the graphics/technology department

    46. Re:The present and the future by MrBomb · · Score: 1

      I'm not a programmer or anything, but maybe what game developers need is a higher level graphics API that works over OpenGL. something like these folks are doing (http://www.quesa.org/) but highly optimized for gaming. What do you think?

    47. Re:The present and the future by Anonymous Coward · · Score: 0

      no, nvidia offered it as an offical standard for a next opengl version... so they won't be pissed about someone who backs up their position.

      cheers,

      Alizta

    48. Re:The present and the future by Anonymous Coward · · Score: 0

      Suck it eurotrash. You'd be speaking russian today if it wasn't for us.

    49. Re:The present and the future by Anonymous Coward · · Score: 0

      Its funny how Europeans are so fixated with America. They need to worry about themselves.

    50. Re:The present and the future by Anonymous Coward · · Score: 0

      With id Software games, you don't have to "borrow" a linux copy of the game after paying for the linux version. With the exception of the executable, the game data is the same, and id has been nice enough to provide the needed materials to run the same version on as many OSes as you wish.

    51. Re:The present and the future by Anonymous Coward · · Score: 0

      What could you expect for a die hard Linux fan... Man, widen the span of your eye!

    52. Re:The present and the future by iollmann · · Score: 1


      Yes and no. When programming for Carbon (the old MacOS API's) you will probably never call a unix API at all on OS X, except maybe C Std Lib stuff, which may loosely qualify if you are generous. Since most MacOS users are still on OS 9 and not X, that is the current reality for Mac games.

      In the future, game programmers will write for OS X only. In that case, the suite of API's that will be most touched will be OpenGL, sockets, pthreads, CoreGraphics (Apple's proprietary API for resolution switching and graphics), CoreAudio (Apple's currently closed source very low latency audio API), and HID (Apple's API for gathering device input.) Notice that not all of these are supported on linux, just the first three. All of the low level graphics config, input and sound will have to be rewritten for that platform.

      OpenAL might solve the CoreAudio dilemma -- if there was an OS X implementation, and it doesn't die on the vine now that Loki is out of the picture. I dont know of a good solution for the other two. Maybe Simple Direct Media Layer? It needs to "just work" whatever it is.

      This may be a call to arms to get Linux to be a bit more standards compliant. ;-)

      Ian Ollmann

      --
      Ian Ollmann iano@cco.caltech.edu
    53. Re:The present and the future by Anonymous Coward · · Score: 0

      Microsoft does not have a monopoly. The only business that is even close to a monopoly is USPS. If an user-friendly OS came along that was better than windows it would dominate, only nerds can use Linux. Learn some economics, human!
      If you want to contact me: Theworldemperor@aol.com
      Oh yeah, AOL may suck but it isn't a monopoly either.

    54. Re:The present and the future by Anonymous Coward · · Score: 0

      Carmack rulez and that's all folks.

    55. Re:The present and the future by Flaming+Death · · Score: 1

      Son, whats a Carmack.. sounds like something I have lying on the floor of my toyota crown.

    56. Re:The present and the future by Flaming+Death · · Score: 1

      Great. Lets start an OGL vs D3D war again.

      Thanks John.

      Back to some more interesting, technical articles on slashdot now....

    57. Re:The present and the future by Anonymous Coward · · Score: 0

      Do iMacs even count as computers? My TI calculator is probably faster than those POSs. =)

    58. Re:The present and the future by Anonymous Coward · · Score: 0

      attitudes like that will probably lead to your countries downfall, just look at the british, and roman empires. All it takes is a nuke in a backpack and the CIA predicted there would be 2 incidences of the above in the next 15 years. Probably some terrorist organisation with some crazy cause of there own, and no country or real politics for anyone to retaliate against.

      Its not surprising that people watch this country carefully, if you consider that it has 5% of the worlds population and a quarter of the worlds polution. If it were anywhere else it would be considered the worlds largest rogue state.

    59. Re:The present and the future by Anonymous Coward · · Score: 0

      john you are my l33t programmer god ! I'm your biggest fan and I will learn so much just to be like you !

    60. Re:The present and the future by Anonymous Coward · · Score: 0

      hm.. lamers.. yeah, i dont know what is funnier either, the fact that dumbasses are saying carmack is a 15 year old kid who never programmed, or the idiots replying and agreeing with him. For the lameasses of this board, carmack is the guy who made those games, u know.. wolfenstein, doom, quake 1, 2, 3. i dunno, maybe u heard of them? So i think he knows what he's talking about dumbass.

    61. Re:The present and the future by Anonymous Coward · · Score: 0


      John,

      Do you know Nastard? His name is Nds + Turds. He likes to dip his balls in poop.

    62. Re:The present and the future by NitroSR · · Score: 1

      I've seen this argument pop up time and time again, and it has come to the point where it induces nausea!

      There is no doubt that Microsoft is a monopoly. But unless I am mistaken, all of those here have chosen to develop applications for personal computer class machines knowing full well what kind of tyrannical power MS wields.

      But you have to ask yourself one question as a game developer. What are you trying to develop? When a user runs a well developed game, do they give a rats ass if the rasterization code calls glDrawElements() or g_D3DDevice->DrawPrimative()? No! They see the interaction of objects in a universe created by the developer. They experience the rules of physics or psuedo-physics that go into play upon their interaction with the game engine. What will make a good game has NOTHING to do with the graphics API in use.

      Concentrate on GAME programming. Graphics APIs are interchangable; good game play is priceless! If you can use your graphics API of choice, be proud of your accomplishments.

      I've suffered the same wracking back and foward between API's myself, forgetting what was important. I've decided to develop my rasterizer as seperate from my game engine as possible! This way I can replace the graphics API any time I want without changing anything having to do with game logic.

      If you make a crappy game you can not blame it on the graphics API. A crappy game is a crappy game no matter what it looks like. Making a top selling game is a matter of playing the capitilistic game and simply going with the flow no matter how polluted the water is. Money is the devil's special blend of poison. If this is what you want from developing games, so be it!

      Daniel Piron

    63. Re:The present and the future by Anonymous Coward · · Score: 0

      I think all of you are missing the point. DirectX is not just a graphics API, it is a full-blown application programming interface. OpenGL is designed specifically for 3D graphics implementation (the 2D support is half-assed at best, sort of like DirectX Graphics now). Everyone seems to conveniently skip over all of those cuddly audio, input, and network features.

      The other problem is the platform. People also conveniently forget that Windows is not a gaming machine. WordPerfect, ModPlug Tracker, Outlook Express, 3DS MAX, Photoshop---all of these applications see far more use than any game I own, regardless of what API was used to program it. Microsoft entered the gaming market for money, not because it suits the operating system. DirectX is mostly a gaming API, but it serves many purposes that only come to mind if your focus is applications.

      My last qualm has to do with Visual Basic support. OpenGL has never been packaged with a type library for VB users, which makes a twisted kind of sense since it was developed for other platforms. However, this makes it virtually impossible to use OpenGL for VB programming unless you (a) write your own TLB, or (b) find a decent one in the cesspool that has become the Internet. DirectX has included full-blown TLB's since version 7. Yes, it took a while. Then again, it took a while for VB to actually get good. ;)

      - Tom -

    64. Re:The present and the future by mcdorantes · · Score: 1

      Before you go off trashing another user's comments, you might want to educate yourself as to whom you are talking to. This person you are calling "self-important" is none other than John Carmack. Contrary to what you may believe, Mr. Carmack has done a little game programming of his own. You may have heard of the games called DOOM, DOOM II, Ultimate DOOM, Final DOOM, Quake, Quake II, Quake III: Arena, and Quake III: Team Arena. If anyone is an "expert" in game programming, Mr. Carmack is it. Just thought someone should help you pull your head out of your ass.

    65. Re:The present and the future by Anonymous Coward · · Score: 0

      Shut the HELL up!!

    66. Re:The present and the future by Anonymous Coward · · Score: 0

      You don't get out much, do you? :/

    67. Re:The present and the future by Anonymous Coward · · Score: 0

      rofl... bitch.

      slashdot, your serious forum... uhm... yeah.

  111. OS/2 rant by Anonymous Coward · · Score: 0
    It's just like OS/2's problem. If they didn't support Windows applications, nobody would use their OS (even though it kicked ass), but if they did support it, nobody would natively develop for their OS because they didn't have to.

    Bullshit. OS/2 had only one problem. It was overpriced, to the user and the developer. The PS/2 shared this difficulty. It's amazing that Billy G. has not learned this lesson, but trolls like you demonstrate the imposible every day. Geeze, all the junk characters in that quote took forever to delete.

    1. Re:OS/2 rant by Telek · · Score: 2

      I find your reply most amusing, you call me a troll and you post as an anonymous coward. And apparently someone hasn't learnt the fine art of using a mouse or block delete and is stuck with the intelligence of only knowing how to use the backspace key to delete many characters of text. I suggest that next time you want to let the shit out of your mouth you at least have the courage to post as a real user...

      And for your information, I was both an OS/2 user and developer. It was a great OS, much better than windows at the time, ran applications faster than windows, and I actually liked to develop for it. It was not horrifically overpriced, and the problem was one of compatibility, not price. It's a true shame what happened to it. But 'tis the way of things I guess...

      --

      If God gave us curiosity
    2. Re:OS/2 rant by Anonymous Coward · · Score: 0

      And apparently someone hasn't learnt the fine art of using a mouse or block delete and is stuck with the intelligence of only knowing how to use the backspace key to delete many characters of text.

      ...or maybe he's using Lynx.

  112. No OpenGL games?!? by Glock27 · · Score: 2, Insightful
    Id is still using OpenGL for Doom3, and there are scads of games using the Quake* engines. Soldier of Fortune is a particularly excellent example. ;-)


    Its true that XBox is giving DirectX a second platform, but OpenGL is doing well, and the preferred 3D API everywhere but WinWhatever (the Mac being a notable example).


    There is intensive ongoing work on both APIs, and don't think for a minute that Direct3D would be what it is today without OpenGL driving it.


    By the way, Direct3D is precisely nowhere in the higher end 3D marketplace...games are by no means the only 3D application. I doubt they're even the major money maker - I suspect CAD/CAM has that honor.


    We'll see how things look going forward...I expect OpenGL to be around for a good, long time.


    Just take a look at the Official OpenGL Website to get a feel for how lively the OpenGL world is...the laptop version of the NVIDIA Quadro2 professional GPU looks pretty sweet!


    186,282 mi/s...not just a good idea, its the law.

    --
    Galileo: "The Earth revolves around the Sun!"
    Score: -1 100% Flamebait
  113. OpenGL on Playstation II by Molt · · Score: 2, Informative

    The Playstation II game "Star Wars Starfighter" was developed using a Playstation II version of OpenGL. It looks, from reading the 'postmortem' on Gamasutra that this decision was made when the game was initially being developed for the PC, and that the change allowed the code to be migrated to the PS2 with relative ease.

    Maybe the 'saviour' of OpenGL as a games-level API lies in allowing similat (I know about card-specific bits..) code to be used on all main games platforms, Windows, PS2, XBox, and so on?

    --
    404 Not Found: No such file or resource as '.sig'
  114. Re:the reason is... uh-uh by orange7 · · Score: 5, Interesting
    One word: Bollocks.

    I see this "If you code in DirectX, at least it will work on all cards" canard repeated so often, I can only marvel at Microsoft's propaganda machine and the essential stupidity of mankind. Why do you think so many new DirectX games fail to work under a number of cards until they release patches?

    As someone who's coded in both (and Direct X for a game that must support a wide range of cards), an OpenGL program is far more likely to work on a given range of cards if you haven't coded in explicit support for those cards. The equivalent DX program will require far more setup and test code.

    People don't seem to understand this about Direct X: It supplies a feature set, but different cards implement different parts of that feature set. You have to *explicitly test* almost any feature you can name to see if the card can support it, via "capability bits". Try getting hold of the DX caps viewer, and you'll be able to see just how many of them there are.

    In fact, it's worse than that. Because old drivers often lie about their caps. (Hello Virge.) Also, the caps, especially the texture caps, often don't map nicely to a card's capabilities. So the only real way of seeing whether a particular texture stage setup will fly is to try it, and see if the driver rejects it. Plus there are the weird-arse ones like the NVIDIA 8-stage setup where they jump through the hoops of the DX API to expose their register combiner functionality. (Functionality that is directly exposed in OpenGL, BTW.) Cards also have different capabilities depending on which release of direct X their drivers support. So the same card can report completely different caps depending on driver version. It's a support and programming nightmare.

    The only real way to deal with all this is know what each card is capable of, read the manufacturer's release materials, and spend time on the DX mailing list. You spend a lot of time programming a particular effect in a number of different ways, and hope like hell all your combinations cover all the cards out there. You cannot guarantee a particular card will work with your app until you test it.

    You may assume that DX provides fallback paths for some features, but you'd be wrong. Or where it does, it does it in a braindead way; because your card lacks fabby next-generation feature X, and you requested it, wham, it emulates the *entire* pipe in software instead of just feature X. You lose T&L, and your framerate slows to a crawl. Then you either code your own pipe to do feature X on the CPU and then hand off properly to the card, or you just go without. Either way involves a lot of testing code. OpenGL is much, much better about falling back gracefully.

    I'm also not clear on why people think DirectX has a technical edge. Microsoft do a fine job of going to the current hot hardware vendor, incorporating their upcoming features in their API, and then making a lot of noise about it. But you could access vertex shaders on the GeForce3 from OpenGL on the Mac before you could ever use them from DX. The OpenGL extension mechanism means that when a part comes out, you almost immediately have access to its new features, rather than having to wait for the next DX rollout. (Remember, NVIDIA had to install a "back door" to provide access to the full register combiner functionality of geforce1-2 cards from DX. Many people don't even know it exists.) Go to NVIDIA's web site and ponder how many of their tech demos these days are in OpenGL.

    The only thing DirectX has going for it, its so-called unified API, makes no difference at all in the end. You end up doing exactly what you'd do in OpenGL -- testing for certain cards, and using their exposed abilities if they exist. Writing a lot of fallback code. In the end, you're better off going with the card manufacturer's APIs, IMHO.

    Think of it this way: rather than exposing a unified API, DX exposes *every possible API*. So many wonderful standards to choose from! If you're a unix guy: DX8 is the X11 of the 3D graphics API world.

    A.

    P.S. Sheesh, I haven't even touched on the headache that is resource management in DX.

    P.P.S As someone who has to deal with all this shit (card compatibility), I'm a mite touchy on the subject =)

  115. Nice FUD of your own by Anonymous Coward · · Score: 2, Interesting

    1. WHQL has compliance tests for D3D implementations too. And OGL compliance tests only cover what's in the standard, which doesn't help much if you are relying a lot on extensions that haven't made it into the standard yet.

    3. Querying D3D capabilities bits is fundamentally no different than querying for support of GL extensions.

    4. Card manufacturers have offered APIs for using their own special (non-D3D supported) features in D3D, just as they have written their own GL extensions. And basically everything you wrote about vendors extending GL happens in the D3D world too. The only real difference is that MS tries to get the vendors to standardize as much as possible by keeping the extensions unofficial and updating the spec frequently. The OGL ARB moves very slowly, so competing extensions for doing the same thing hang around too long before being reconciled. Developers generally don't consider this to be a good thing.

    There's a lot of history in the D3D vs. OGL war. D3D didn't really need to exist in the first place, it was only created to lock game developers into the Windows platform and hurt Mac gaming. And in the earlier versions, it was technically inferior to GL as well. I agree that life would be better if D3D was never created.

    But it *was* created, it *has* improved greatly, and right now it's a pretty damn fine API.

  116. OT: linux games by Anonymous Coward · · Score: 0

    Isn't it smart to release linux clients when the majority of servers run on linux? It could limit your network size by having comepetition that supports a client if you don't.

    Also, more games are moving into having huge feature sets. I did bug reports on rune beta by it's built in IRC client for example. Where does the game end and how important will graphics be when everyone uses the same engines? It's happening right now. You have 3 major licenced engines and that's what 90% of PC games are based on...

  117. The real issue... by Anonymous Coward · · Score: 1, Insightful

    Hi,

    Many of the posts here deal with pros and cons of Direct3D and OpenGL. I believe the real issue here , since both have shown (at least nowadays) to be competent 3D-API:s, is motivating the existance of one or the other. Two API:s only makes things worse for consumers and a proprietary, non-cross platform API doesn't improve the situation.

    I have personally always questioned the existence of Direct3D (I am not talking about DirectX in general here), since I really can't find anything it has contributed to but fragmentation of API:s and drivers. I am not out to bash Microsoft here, but I really can't help to see how well Direct3D fits in with Microsft's known ability to use its power (and near monopoly) to crush the competition. Direct3D does not only hurt OpenGL, but also gaming on other platforms in general, thus forcing consumers to the one and only alternative... Anyone but me thinks Deja vu? Why didn't Microsoft simply develop a DirectX wrapper around OpenGL, like SDL? This would allow OpenGL to integrate transparently into the rest of the DirectX stuff and at the same time avoiding the introduction of a completely new redundant API.

    OpenGL works great (why else do the #1 3D-genius favor it), just look at the Quake-engine games and the upcoming Doom... OpenGL had this when Direct3D didn't even exist and was clearly the better API for a long time. It is robust, also cross-platform and not controlled by a gigantic "closed" company. So the choice should be a no-brainer, right? Evidently, somewhere, something in my conclusions fail...
    I believe the developers are to blame. Tim Sweeney once chose to replace the ageing proprietary Glide API in his Unreal engine. He decided (about the time of DirectX5) to go with Direct3D, citing better driver support. This is just such a bad argument... Direct3D drivers may have been better back then, but OpenGL support is today as good as Direct3D. OpenGL was back then already a mature, proven API. How would driver support be for OpenGL today if OpenGL was the only (or favored) API?? Just think about it....

    Though I commend Epic's efforts to bring its Unreal engine to alternative platforms, I think they made a bad choice. It was short sighted and hurt the gaming community as a whole in the long run, introducing fragmentation, hindering cross-platform development and forceing 3D-graphic card makers to put their resources on developing two sets of drivers instead of all efforts into one of them.
    Now, don't get me wrong, I don't blame Epic for all of this, but they make a good example of developers taking the easy way out instead of going the way which is good for all in the long term. Now, I am certain they have another view on this... I would love to here it.

    If developers really care for gamers they should do like John Carmack. He has put free effort into bringing his gaming experiences to as many people as possible, no matter what underlying platform they use, by contributing to the improvement of free OpenGL drivers himself (through the Utah-GLX project). His creations run on virtually every platform out there and they have always been on the bleeding edge. This prove that cross-platform gaming is possible, but only if the will is there and the right choices are made.

    So, my question to game developers is: Why choose Direct3D? It's not as if OpenGL won't run on Windows...

    /Erik

    1. Re:The real issue... by be-fan · · Score: 3, Informative

      I have personally always questioned the existence of Direct3D (I am not talking about DirectX in general here), since I really can't find anything it has contributed to but fragmentation of API:s and drivers. I am not out to bash Microsoft here, but I really can't help to see how well Direct3D fits in with Microsft's known ability to use its power (and near monopoly) to crush the competition. Direct3D does not only hurt OpenGL, but also gaming on other platforms in general, thus forcing consumers to the one and only alternative... Anyone but me thinks Deja vu? Why didn't Microsoft simply develop a DirectX wrapper around OpenGL, like SDL? This would allow OpenGL to integrate transparently into the rest of the DirectX stuff and at the same time avoiding the introduction of a completely new redundant API.
      >>>>>>>
      The public has a short memory indeed. While MS no doubt uses Direct3D to compete with OpenGL, its not D3D's main reason for existance. D3D was created to keep Glide from becoming the de-facto Windows 3D API. MS had lost a lot to Apple when Quicktime became the major media format on Windows, and Bill wasn't having a competing propriatory API on his platform. OpenGL wasn't even an issue until Carmack decided to use it for GLQuake, and even then, it didn't become popular until NVIDIA introduced full-blown ICDs into the consumer market. Thus, your wrapper idea has two flaws. First, the whole point of DirectX in general is to remove as many abstractions as possible while still maintaining hardware independence. Wrapping around OpenGL (which significantly more abstract than D3D even today, and was much more so back when D3D was created) would have gone across the grain of the D3D API. Second, since OpenGL wasn't even a player in the consumer industry at the time, MS might as well have wrapped over Heidi for all the good it would do.

      OpenGL works great (why else do the #1 3D-genius favor it),
      >>>>
      Carmack is the One True Game Creator (TM) now? He favors it because it didn't like the early versions of DirectX, and because it is cross platform. I haven't heard him say anything about its technical merits in a long time.

      just look at the Quake-engine games and the upcoming Doom... OpenGL had this when Direct3D didn't even exist and was clearly the better API for a long time.
      >>>
      Keyword, "was."

      It is robust, also cross-platform and not controlled by a gigantic "closed" company. So the choice should be a no-brainer, right?
      >>>>>>>>
      Not for Microsoft! Or have you changed the subject somewhere and I just missed it?

      I believe the developers are to blame. Tim Sweeney once chose to replace the ageing proprietary Glide API in his Unreal engine. He decided (about the time of DirectX5) to go with Direct3D, citing better driver support. This is just such a bad argument... Direct3D drivers may have been better back then, but OpenGL support is today as good as Direct3D. OpenGL was back then already a mature, proven API. How would driver support be for OpenGL today if OpenGL was the only (or favored) API?? Just think about it....
      >>>>>>>>>
      I don't know how bad a decision it was for Sweeny. A lot of people will say that D3D is technically superior to OpenGL today, and 99% of UTs users are on Windows anyway, so I don't think he's lost much.

      If developers really care for gamers they should do like John Carmack. He has put free effort into bringing his gaming experiences to as many people as possible, no matter what underlying platform they use, by contributing to the improvement of free OpenGL drivers himself (through the Utah-GLX project). His creations run on virtually every platform out there and they have always been on the bleeding edge. This prove that cross-platform gaming is possible, but only if the will is there and the right choices are made.
      >>>>>>>
      Let's get this straight. Gamers run Windows. Consumer D3D drivers, in general, are better than consumer OpenGL drivers. D3D is also more powerful, for game development anyway. If developers want to help gamers, they should use the API that runs their game best on the user's hardware. Right now, and for the forseeable future, that API is Direct3D. Now whether or not it is good for the OS market in general is another issue entirely.

      So, my question to game developers is: Why choose Direct3D? It's not as if OpenGL won't run on Windows...
      >>>>>>>>
      Its more compatible. Only a few vendors have really good OpenGL drivers, even today. Its more powerful, since it has more default features. It is easier to support, since there are far less problems caused by buggy OpenGL drivers, and the extension mechanism (which developers detest by the way) isn't present in D3D.

      --
      A deep unwavering belief is a sure sign you're missing something...
    2. Re:The real issue... by Tokens · · Score: 1

      The public has a short memory indeed. While MS no doubt uses Direct3D to compete with OpenGL, its not D3D's main reason for existance. D3D was created to keep Glide from becoming the de-facto Windows 3D API. MS had lost a lot to Apple when Quicktime became the major media format on Windows, and Bill wasn't having a competing propriatory API on his platform. OpenGL wasn't even an issue until Carmack decided to use it for GLQuake, and even then, it didn't become popular until NVIDIA introduced full-blown ICDs into the consumer market.
      ############
      And where was Direct3D at this time? Was Direct3D even usable? Again, why re-invent the wheel with Direct3D when OpenGL was available?

      ...just look at the Quake-engine games and the upcoming Doom... OpenGL had this when Direct3D didn't even exist and was clearly the better API for a long time.
      >>>
      Keyword, "was."
      #############
      Ok, with this reasoning we can re-invent many APIs, and then when our new API after several years doesn't suck any longer compared to what was already available before, we can conclude that the effort was worth it because the older API "was" better...
      What do we gain here?

      It is robust, also cross-platform and not controlled by a gigantic "closed" company. So the choice should be a no-brainer, right?
      >>>>>>>>
      Not for Microsoft! Or have you changed the subject somewhere and I just missed it?
      ##############
      No apperantly OpenGL wasn't the right choice for Microsoft even though developers tried to make them embrace it. And everyone who knows Microsoft knows why they didn't...

      I believe the developers are to blame. Tim Sweeney once chose to replace the ageing proprietary Glide API in his Unreal engine. He decided (about the time of DirectX5) to go with Direct3D, citing better driver support. This is just such a bad argument... Direct3D drivers may have been better back then, but OpenGL support is today as good as Direct3D. OpenGL was back then already a mature, proven API. How would driver support be for OpenGL today if OpenGL was the only (or favored) API?? Just think about it....
      >>>>>>>>>
      I don't know how bad a decision it was for Sweeny. A lot of people will say that D3D is technically superior to OpenGL today, and 99% of UTs users are on Windows anyway, so I don't think he's lost much.
      #############
      I believe the conclusion was that it may have been a good choice for Sweeney, short term. But bad for the gaming community as a whole in the long run, due to fragmentation. But that goes for all developers that chose Direct3D at the time. Besides, Unreal's Direct3D performance hasn't exactly been stellar throughout the history. Had more developers gone with OpenGL, hardware manufacturers would have focused on OpenGL instead of Direct3D. I believe it was an important breakpoint for the success of Direct3D when Epic chose it.

      >>>>>>>
      Let's get this straight. Gamers run Windows. Consumer D3D drivers, in general, are better than consumer OpenGL drivers. D3D is also more powerful, for game development anyway. If developers want to help gamers, they should use the API that runs their game best on the user's hardware. Right now, and for the forseeable future, that API is Direct3D. Now whether or not it is good for the OS market in general is another issue entirely.
      ###############
      Again, you are missing the point. What would OpenGL-drivers be today if we OpenGL was the API of choice? Is it the "was"-reasoning lurking again?
      Yes, gamers mostly run Windows/D3D, but I believe that fact was the issue up for debate and questioning? Windows users could run OpenGL without sacrificing any gaming experience.
      The OS market may be another issue, but the fact that Direct3D limits the choice of platform (and freedom of people), is highly related to this issue.

      So, my question to game developers is: Why choose Direct3D? It's not as if OpenGL won't run on Windows...
      >>>>>>>>
      Its more compatible. Only a few vendors have really good OpenGL drivers, even today. Its more powerful, since it has more default features. It is easier to support, since there are far less problems caused by buggy OpenGL drivers, and the extension mechanism (which developers detest by the way) isn't present in D3D.
      ########
      Define compatible? I believe being cross-platform and being used for other stuff than gaming is being compatible....
      How many vendors are there today...? I bet most people use Nvidia hardware and they have great OpenGL-drivers. And I haven't heard that Direct3D has more features, taking OpenGL's modularity into account. Stick to the facts!
      And read John Carmack's posting for his view on DirectX-releases if you believe OpenGL extensions are so bad...

      /Erik

    3. Re:The real issue... by be-fan · · Score: 2

      And where was Direct3D at this time? Was Direct3D even usable? Again, why re-invent the wheel with Direct3D when OpenGL was available?
      >>>>
      I think you're relying too much on hindsight. I don't think that OpenGL was even an option at the time. GL was a heavyweight API that ran on heavyweight hardware and required complex drivers. It just wasn't suited for gaming in the days of Virge. Also, OpenGL drivers were (and still are) very complex to develop. Even today, many vendors don't have stable OpenGL drivers. Thus, the chances of the consumer hardware market accepting GL were pretty small.

      Ok, with this reasoning we can re-invent many APIs, and then when our new API after several years doesn't suck any longer compared to what was already available before, we can conclude that the effort was worth it because the older API "was" better...
      What do we gain here?
      >>>>>>>>>>>>
      D3D and OpenGL, though they both do 3D, have two different paradigms. OpenGL is clean and abstract, while D3D is down and dirty. D3D was suited to the consumer level hardware of the time, and OpenGL was suited to the pro level hardware of the time. While it could be argued that both APIs have moved closer together (D3D has become more abstract because new hardware accelerates more parts of the pipeline, and OpenGL has started to expose more low-level functionality through extensions), there was no way anyone could have predicted how hardware would evolve.

      I believe the conclusion was that it may have been a good choice for Sweeney, short term. But bad for the gaming community as a whole in the long run, due to fragmentation.
      >>>>>
      What fragmentation? Most people use Windows and most games use D3D! Where's this fragmentation you speak of? If some developers chose to use OpenGL, that's their option. It doesn't really hurt the consumer any. The underlying API is more or less invisible, unlike the disparity between, say, GNOME and KDE...

      But that goes for all developers that chose Direct3D at the time. Besides, Unreal's Direct3D performance hasn't exactly been stellar throughout the history. Had more developers gone with OpenGL, hardware manufacturers would have focused on OpenGL instead of Direct3D. I believe it was an important breakpoint for the success of Direct3D when Epic chose it.
      >>>>>>>>>..
      While that is true to a certain extent, I belive that can't explain all of why D3D has been successful. Remember, Carmack's engine powers many of the 'A' titles out there, and that keeps OpenGL a force. I think hardware manufacturers just chose to go with D3D because it is easier for them to implement, and developers chose it because it had more stable (consumer-level) drivers and MS is more responsive to the needs of game developers than is the ARB.

      Yes, gamers mostly run Windows/D3D, but I believe that fact was the issue up for debate and questioning? Windows users could run OpenGL without sacrificing any gaming experience.
      >>>>>>>
      Again, for the above reasons, this is not the case. When D3D was created, using OpenGL would have been a major sacrifice for gamers.

      The OS market may be another issue, but the fact that Direct3D limits the choice of platform (and freedom of people), is highly related to this issue.
      >>>>>>
      Gamer's really don't care about freedom. They want their OS running stably (Win2K does this to a large degree) and their games running smoothly. Like communists, the OSS community doesn't always understand that politics is not the sole factor in everything.

      Define compatible? I believe being cross-platform and being used for other stuff than gaming is being compatible....
      >>>>>>>
      Compatible in the practical sense. There are more gamers who own Matrox cards than gamers who run Linux. Being more comptible with Matrox's crappy GL drivers (ie. using their D3D drivers instead) is more important than being cross-platform.

      How many vendors are there today...? I bet most people use Nvidia hardware and they have great OpenGL-drivers.
      >>>>>>
      And you'd be wrong. Although NVIDIA is #1 in sales, its going to take a lot before ATI's 22 million chips go out of circulation. Even S3, Matrox, and PowerVR are still a factor. These cards don't have good OpenGL drivers, but they are still a large part of the gaming market.

      And I haven't heard that Direct3D has more features, taking OpenGL's modularity into account. Stick to the facts!
      >>>>>>>>>
      Take a look at an OpenGL 1.2 book, then take a look at a D3D book. There are tons of features in D3D that (if they appear at all) only appear as extensions to OpenGL. Since these extensions are often propriatory to particular vendors, it causes headaches to developers who have to deal with a fragmented API. MS thought of making a D3D extension mechanism to relive themselves of the burden of haivng to release new versions of D3D so often. Game developers were not keen on the idea, and blocked it from happening. Extensions are great for OpenGL's original market (slow evolving pro hardware), but aren't the right solution for a quickly changing consumer hadware market.

      And read John Carmack's posting for his view on DirectX-releases if you believe OpenGL extensions are so bad...
      >>>>>>
      Actually, he points out that ATI and NVIDIA have diverged on the extensions point. Unless ATI and NVIDIA suddenly become the only forces in the graphics industry (a plausible, but undesirable scenario) this divergance will become worse. I don't really trust the good natures of the hardware developers to work together and adopt one another's extensions. The days of Glide, MeTaL, PowerSGL, and other propriatory APIs are still to fresh in my mind...

      --
      A deep unwavering belief is a sure sign you're missing something...
  118. Re:the reason is... (Mesa corrections) by MarkMac · · Score: 1
    Firstly, it is "Mesa" NOT "MesaGL" so as not to infringe on SGI's trademark. Mesa (www.mesa3d.org) utilizes the OpenGL APIs/command syntax but other than that it has no direct connection with OpenGL. Mesa is not a licensed OpenGL implementation.

    The reason your programs written in C using Mesa worked on different systems running Redhat Linux is because Mesa by default uses X11 (and the X device drivers) - so you are generally going to trade off performance for portability. (Note that software GLX support is now included in XFree86 version 4 - prior to this Mesa required its own device drivers to take advantage of certain graphics cards.)

  119. Did M$ do an extend and embrace attack on OpenGL? by akc · · Score: 1
    I seem to remember highly trumpeted press releases about 3 years ago when M$ and SGI joinly announced a coming together of Direct3D and OpenGL into a new standard. This wasn't to happen immediately but was being worked on. If I remember correctly (and my mind is hazy on the subject) the crux of the deal was some standard for how the resultant code hit the graphics card.

    The idea was that those graphic card manufactureres who were thinging that they might develop OpenGL compatible cards were led in a particular direction which in fact has left DirectX pretty much in the driving seat.

    I've not heard anything since. So perhaps this approach worked to stifle any competition for a while (although NVIDIA still seem to offer OpenGL stanards for their cards).

  120. Real problem: OpenGL ARB doesn't care about games. by kbonin · · Score: 5, Insightful

    I write 3d game engines for a living, and have been fighting this issue for a decent part of my career.

    The OpenGL ARB really doesn't give a crap about games. Sure, there are a number of vocal game advocates, but the majority of the membership is far more interested in maintaining backwards compatability to older SGI and Evans and Sutherland hardware than keeping up with accelerator progress.

    If the ARB did care about games, there would be a concerted effort to standardize on vertex and pixel shader instructions between card vendors, and a move to get these into the standard AS FAST AS POSSIBLE, and a push to actively participate in ongoing features. Instead, it took them years to drag in a few interesting extensions, and Microsoft has assumed the unifying role in the gaping vacuum.

    As a game developer who has spent too many man-years fighting abysmal M$ API bugs and design limitations since Win 3.0, even I will admit that Direct3D has completely exceeded OpenGL as a 3d game development platform. Why should I invest six+ months tuning seperate nVidia and ATI shader support engine features under their respective OpenGL extensions, knowning that this GL code is barely reusable and is tied to a VERY limited set of cards?

    Add to that M$'s role at the ARB, and the influence they throw around with their money to keep other members in line (remember Farenheight?)

    Unless the ARB makes tremendous changes in its policy of staying 3 years behind the hardware, I strongly feel OpenGL is relagated to the niche BASIC fell into. Sure, you can get it on all platforms, but its so slow and feature poor, why bother?

    I wouldn't hold my breath...

  121. direct x will die on windows by Anonymous Coward · · Score: 1, Interesting
    wanna know why? because in order for ms to sell the xbox they have to kill desktop windows as a gaming platform.
    • ms releases xbox to lackluster sales, short life is predicted.

    • direct x updates start to lag on windows, and show stopping bugs seem to frequently work there way in, video card makers have a harder time writing drivers due to declining documentation. ms' self supported drivers for the xbox of course do not suffer.

    • xbox becomes the platform of choice for pc games due to xbox only extensions to direct x, and better compatibility. developers who want to have there games run under windows are forced to port the direct x code to opengl.
  122. Translation layer? by Kamelion · · Score: 1

    Is any one working on a DirectX/3D to SDL/OpenGL translation layer?

    If we took DirectX/3D and made it an open standard that both Microsoft and the rest of the world could develope against, then it wouldn't really matter that game developement companies are using DirectX/3D.

    Mind you I'm not talking about WINE here.

  123. Counter Rant by SpiceWare · · Score: 2
    OS/2's problem was M$s restrictive practices with the OEMs. ie - Compaq felt strongly enough about running OS/2 on their systems that they published a white paper on why their's where The Premier OS/2 Platform, and yet they never offered it preloaded for fear of M$ retaliation.


    Because of M$'s lock on the OEMs, you had to pay "the full price" for OS/2. The price for Windows is not immediatly obvious because it was rolled into the cost of the system. Sadly, those of us who chose OS/2 still had to pay Microsoft for Windows(via system purchase) as well as pay for OS/2. The Microsoft Tax was the driving force behind my learning to build my second(and later) systems. Even then, I still had to pay the M$ Tax when I bought a laptop - rather hard to build one of those from scratch.

    1. Re:Counter Rant by Anonymous Coward · · Score: 0

      Or alternatively you could go the whole way and buy a mac. Then you are guaranteed not to get anything M$ preinstalled except IE or OE (which are 'free' anyway).

      They CAN run linux too, you know. (Not to mention OSX's BSD core)

  124. c good model for high level graphics programming? by yerdaddie · · Score: 2, Informative

    At that point, a higher level graphics API will finally make good sense. There is debate over exactly what it is going to look like, but the model will be like C.

    It seems odd to adopt C as a model for universality. I was working with a co-worker of mine who was having trouble compiling some good-old-fashioned ANSI-compliant C code on MSVC 6.0, because it isn't standards-compliant. While most architectures seem to be able to compile a dialect of C, I dunno if one can really say C is universal. While the rate of change for introduction of incompadabilities with C seems to be slowing, it acts very much like an organism continually mutating and diversifying itself.

    An interpreted language like Python may be a better model, because it behaves transparently in spite of the underlying architecture. That and some folks are already using it as a high-level graphics language.

  125. Are you retarded or what?! by Anonymous Coward · · Score: 0

    I don't know how difficult DirectX is to code in, but why would people on Windows give a shit about portability? The only reason you need that is because there's no standard for unices and therefore need to be able to recompile on different systems. No shit like that with Macs or Windows. And your "Windows is arguably...for graphics" -- what the hell are you talking about? That's DEFINITIVELY, not arguably. Personally I think OpenGL sucks to code in, but I didn't try DirectX.

    As you said, DirectX improves with each release and that makes it obvious why people sticks to it, so I think next time you should think twice wasting people's time with linux-biased shit like this (good for you you use linux, don't expect Windows people to pity you).

  126. The truth about games and xbox by Anonymous Coward · · Score: 0

    Any game developer who programs games for xbox is going to lose. Microsoft can decompile any game programmed for xbox. Your IP is Microsoft's IP. Anything you come up with that is innovative, Microsoft will own the moment you release a binary copy of it. They have spent billions developing this decomplier technology and it has enabled them to own any market they choose to enter.

    Game developers, beware, your developing for the devil.

  127. Pixel/Vertex shaders with the new OpenGL 1.3? by Frank+T.+Lofaro+Jr. · · Score: 2

    Does the the new OpenGL 1.3 spec support pixel and vertex shaders?

    If those features are missing from the new OpenGL spec, then we are in trouble and the OpenGL board needs to act to remedy this situation.

    To win against Microsoft, we need to have their be NOTHING useful that Microsoft products do that ours CAN'T. We MIGHT be able to get over the market share/monopoly/compatibility lock-in because our product is free (as in free speech and free beer), and does some things better. But if the pro-Microsoft forces can point to a TECHNICAL INFERIORITY of our product we are doomed.

    --
    Just because it CAN be done, doesn't mean it should!
    1. Re:Pixel/Vertex shaders with the new OpenGL 1.3? by Matt+Lee · · Score: 1

      OpenGL supports pixel shaders and vertex shaders through vendor-specific extensions. In fact, these vendor-specific extensions in some cases expose a little bit more functionality than Direct3D does. However, if one wishes to write an OpenGL app for wide distribution (like a retail game), one would have to write several renderer backends to handle the wildly different vendor-specific shader extensions.

      That, in my opinion, is a throwback to the days of DOS games, where every game had several different versions for each piece of hardware out there. It's a mess, and game development budgets simply don't have the room to do this anymore.

    2. Re:Pixel/Vertex shaders with the new OpenGL 1.3? by Anonymous Coward · · Score: 0
      I'm sick of this kind of shit...

      How many games do you think people will make that use Vertex and Pixel shaders in the next year?

      If T&L support gives you any info, probably half a dozen or so. Guess what? They won't be the best selling games because just about noone has an expensive board to run them on!

      These boards have got to the ridiculous point of costing more than the rest of the system.

      I prefer the OpenGL approach. Use extensions for bleeding edge, and wait for the dust to settle down to unify common features.

      What i miss is the rest of the stuff. DirectInput & DirectSound especially. You can use BSD sockets which are pretty much portable for network code.

      There is OpenML, but i'm yet to hear of anything working coming out of those guys.

      And guess what... The guy who made DeerHunter will laugh his ass off on the way to the bank while you look at your pretty D3D game that almost noone can play.

    3. Re:Pixel/Vertex shaders with the new OpenGL 1.3? by SuiteSisterMary · · Score: 2
      Yup. I remember games having options like:
      • Software
      • Glide
      • OpenGL - 3dfx
      • OpenGL - Riva 128/TNT
      • OpenGL - PowerVR

      and so on. Not as bad a Vesa (Scitech Display Doctor!) but definately a harkening back to the 'choose your sound card/choose DMA/Choose IRQ/chose MIDI/hex - Awe32/IRQ5/DMA1/HighDMA5/GeneralMidi(wavetable2)/3 30Hex) sort of thing.
      --
      Vintage computer games and RPG books available. Email me if you're interested.
  128. Driver Support by EnglishTim · · Score: 2

    Most Game developers won't use OpenGL due to the poor driver support. It just adds up to more tech support calls.

    The fact that it won't sell on Linux is hardly an issue. It's just not cost-effective to port to Linux anyway.

  129. Be cause the world doesn't run on logic. by Gray · · Score: 2

    Why ask? You know the answers.. Compatiblity with the only OS in the demographic, stable drivers (ever tried Massiah? Driver nightmares thanks to OpenGL)..

    Boo hoo, the world doesn't make sense.. Cope and move on..

    1. Re:Be cause the world doesn't run on logic. by demon · · Score: 1

      Uh. You mean "Messiah"? I OWN a copy of Messiah - it doesn't support OpenGL at ALL. It uses either Direct3D or Glide (the API of choice for the now-defunct 3Dfx). It never did and does not use OpenGL. (Not that its use of D3D made it more stable - I've found the Glide version to both render better and be more stable.)

      Please, try to sound like you actually know what you're talking about - your post above does not.

      --

      Sam: "That was needlessly cryptic."
      Max: "I'd be peeing my pants if I wore any!"
  130. Re:the reason is... uh-uh by Anonymous Coward · · Score: 0

    pot/kettle/black

    Take your first half dozen paragraphs, substitute GL for DX and extensions for capability bits, and your arguments will still remain true. Your complaints really have nothing to do with either API - they're just the product of card vendors competing on their feature set and varying driver quality.

  131. Dying? I think not... by 3Suns · · Score: 1

    I noticed the absolute lack of ANYTHING other than DirectX games.

    I'm not sure what you are classifying as a "DirectX game". If you mean the game "requires DirectX #" to run, that doesn't mean it's not an OpenGL game. Many games, including recent kickass Tribes 2, run both under Direct3D and OpenGL. Almost all modern games require DX because it supplies a common interface for sound, input controllers, etc. D3D is merely the graphics module of DX, and "OpenGL games" usually use both DX and OpenGL simultaneously.

    AFAIK, OpenGL is also the favored API of both nVidia and ATI, which together make up almost all current and next-gen 3D cards. Most modern driver sets are fully compatible with both OpenGL and D3D.

    The V12 graphics engine, featured in Tribes 2, is best seen under OpenGL. Furthermore, the V12 engine has been recently acquired by Garage Games and V12 liscenses can soon be purchased by developers for the unheard-of price of $100. It's not open-source, but it is cross-platform (Linux and Mac too!). I expect an absolute FLOOD of cross-platform OpenGL-supporting games to be released soon after the V12 is available. ATI has recently been working with GG to implement their next-gen rendering doohickies on the V12.

    OpenGL is NOT dying.

    -----
    The revolution will be slashdotted.

    --

    -3Suns

    ~~~~
    The Revolution will be Slashdotted
  132. Re:c good model for high level graphics programmin by Rothron+the+Wise · · Score: 1

    Python is no more transparent than a C program after a compile on the platform in question. Python only appears to be more portable because MS hasn't broken it yet.

    I'm guessing Carmack used C as an example because shader-code is bound to be very low-level code.

    Standards are standards, ANSI-C still compiles
    on any decent compiler, and your comment is misplaced.

    --
    A witty .sig proves nothing
  133. OpenGL for gaming consoles? by Nailer · · Score: 2

    OpenGL IS the API for gaming consoles. Its what the PS2, N64, Dreamcast and PSOne use. Its also what the MacOS, Unix, and every Windows CAD program in existence uses.

    So yeah, I think its got cross platform down pat. :)

    1. Re:OpenGL for gaming consoles? by AndrewHowe · · Score: 2

      Wow, you're so wrong. No existing console has OpenGL as its native graphics API. I guess the Indrema would have, but we can forget about that now... OpenGL like libraries have been written for various consoles, but most people prefer to talk to the native APIs.
      The N64 has an OpenGL-like API, but it's not OpenGL. The PSOne and PS2 don't really have graphics APIs, there are a few calls to tweak the video hardware, but you basically have to generate your own hardware display lists.
      The Dreamcast's native API is called KAMUI, which is nothing like OpenGL (the PowerVR chipset never was very OpenGL friendly). It also runs DirectX 6 if you go with the WindowsCE option.
      3D Studio MAX can also use Direct3D.

  134. Business model questions trump the API question by Allen+Akin · · Score: 2, Interesting
    Rather than ask "what's happening with OpenGL," I'd ask "what's happening with the business of 3D graphics platforms?"

    The big open question at the moment seems to be whether the general-purpose PC is dead as a gaming platform. The royalty-based revenue stream from consoles is more attractive to platform developers, the configuration consistency of consoles is more attractive to software developers and support organizations and publishers, the hardware and software support for intellectual property protection is better on consoles, and the higher volume of game sales on consoles is more attractive to nearly everyone in the supply chain. Then there are the "we want to own everything from the character concepts to the titles to the delivery platform" business strategies from folks like Sony.

    It's possible that the PC will remain a delivery platform for traditional scientific/technical/business applications, but not for entertainment applications. In that case OpenGL would continue to play a role for the "professional" apps even though it might not play a role for the "consumer" apps (except possibly on MacOS X and Linux).

    I'm also curious to see how D3D evolves if XBox succeeds. Does the PC become the leading-edge development platform, with console designs occasionally spinning off from the current 3D environment on the PC? Or does D3D on the PC stabilize, getting major revisions only when new console hardware justifies a fresh release?

    There are many other things to consider. The next couple of years should be interesting.

  135. Here's why... by pixel_bc · · Score: 1

    For fear of this being rehashed in the above...

    If DirectX is so hard to program in, so clunky to use, and limits the game to being sold on only one OS

    Thats just it - DX isn't that bad or clunky anymore. Sure - the first half dozen attempts were downright embarrasing (I hope MS engineers realize this), but today... its straight forward and to the point.

    Will OpenGL continue to mature on the Windows platform

    Yes, but almost certianly because of John Carmack and his work.

    Just the opinion of another game programmer.

  136. Re:Shouldn't that be "FSCK YOU!" ? by Anonymous Coward · · Score: 0

    I agree

  137. Man... by cmdrsed · · Score: 0

    That must hurt to have your anti-MS arguements (that you can usually get away with on Slashdot no matter how skewed and arbitrary they are) completely TRASHED by John Carmack himself.

  138. I don't think it's really been established... by Svartalf · · Score: 2

    I think it's only been established that Id didn't do well with the Linux gaming market (Admittedly, that's NOT a good thing) and it's been pointed out repeatedly by myself and others what went down with the sales of Quake III:Arena- and it wasn't because you did a bad game or did bad by us. (On the contrary, you and the great people at Id given us all KINDS of things- including the initial 3D support for the ATI RagePRO, etc.)

    When you lag the release of the game by a bit, offer a way for Linux users to buy the Windows version and then "convert" it to the Linux version, and have a situation of mixed quality support of 3D (Some of the blame can be laid at the community's feet for that- some of it can be laid SQUARELY at the feet of the chip vendors...) sales are going to be most certainly in the toilet. One has to wonder how many of the sales for the Windows SKU were really impatient Linux users. You're never going to know- because there's no way for you, or any of the other management there at Id to know for sure because you didn't have a framework for keeping track of the "conversions" in place (Should you have? I'm not so bold as to say you should have- but it would have helped to know for certain that the Linux market was a washout at that time or not. I tried to buy it at the rollout for Linux, to no avail- and in Dallas, one of the larger markets...)

    I don't think anybody would blame you for not seeing Q3A on Linux as a success or viable for gaming- I sure wouldn't and I completely understand the position you're taking on this. I just don't see it the way you are because I'm seeing different data points.

    --
    I am not merely a "consumer" or a "taxpayer". I am a Citizen of the State of Texas
    1. Re:I don't think it's really been established... by John+Carmack · · Score: 5, Insightful

      > I think it's only been established that Id didn't do well with the Linux gaming market

      All linux games sales EVER don't add up to one medium selling windows title. We are one of the creditors that aren't likely to see money that Loki owes us, so we have some idea just how grim it is.

      That isn't saying that it can't change in the future, or that doing linux ports isn't a Good Thing, but it isn't an economic motivator at the present time.

      John Carmack

    2. Re:I don't think it's really been established... by Anonymous Coward · · Score: 0

      >That isn't saying that it can't change in the future, or that doing linux ports isn't a Good Thing...

      That's not _saying_ it, but saying:

      >It has been pretty clearly demonstrated that the mac market is barely viable and the linux market is not viable for game developers to pursue. ... From an economic standpoint, a developer is not making a bad call if they ignore the existence of all platforms but windows.

      does. While it doesn't out and out encourage developers to forget anything but Wintel, it implies that they are only practical -from an economic standpoint -if they do. Considering that John Carmack is probably an inspiration to at least some developers and that most developers probably don't make as much money as John Carmack, this may be a self-fulfiling prophecy. If this _is_ a self fulfilling prophecy and doing Linux ports is a "Good Thing", then John Carmack's post may be a Bad Thing.

      I was never of the sort that believed in that "lesser of two evils" crap - that you should vote for a lame party because the party you believed in probably won't win. I believe that a vote for the party you believe in - regardless of the results of the vote - shows that people believe in that party's platform. I think this applies here. While my Mac may not have the numbers or API's or whatever the hell matters to programmers, I enjoy using it. I have used Linux, Windows, Amiga and others and they have their strengths and weaknesses. If someone enjoys using theirs, more power to them. I am simply saying that I would hate to see the future of my platform jeopardized by anyone/anything, and I do believe John Carmack's posts are taken seriously.

    3. Re:I don't think it's really been established... by TotallyUseless · · Score: 2

      $30 price difference can also matter. When I went to buy Q3A for my Mac, which was admittedly about 2 months after release, it was priced at $49.99, while the windows version one aisle over was a paltry $20, and no linux version in site at the store at all. Needless to say a sale went to the windows version that day. Perhaps instead of releasing different cds for different platforms, just release one cd with all the binaries, or instructions for downloading the binaries for your OS. If you are really interested in how many of each OS are running your games, then maybe create some form of registration mechanism where 'What OS are you using?' is asked. I would bet that at least the linux and mac users would be willing to answer a few questions, if just for the sole purpose of letting you know what OS they run your game on. just a thought.

      --

      Time for some tasty Shiner Bock!
    4. Re:I don't think it's really been established... by RatBastard · · Score: 2, Interesting

      John Carmack is simply telling the truth. Look at the gaming market. How many Windows games do you see? How many Mac games? How many Linux games?

      I run a website about The Sims ( http://www.thewageofsim.com/ ) and I was one of the first (if not the first) established The Sims websites to embrace the Mac community and convert all of my content to Mac compatible when the Mac version of The Sims was released.

      My traffic is 95% Windows users. 95%.

      --
      Boobies never hurt anyone. - Sherry Glaser.
    5. Re:I don't think it's really been established... by BrerBear · · Score: 2, Insightful

      John Carmack is simply telling the truth. Look at the gaming market. How many Windows games do you see? How many Mac games? How many Linux games?

      Forget all of those. Consoles are where's it at now. I say this as an avid gamer of 10+ years who used to play the hardware rat race with all the others. Every year a new $300 video card, constantly upgrading processors, memory, sounds cards. Who needs it.

      I'm totally sold on consoles now, and I'm addicted to my PS2. The only thing that PC games really shine at these days is better video resolution, but at what cost? (Used to be networking, but the consoles are catching up there.)

      Judging by all the dying PC game companies, the slowdown in PC-only titles, and the lack of innovation there, I think the PC gaming market is becoming irrelevant.

      So I don't really care if I can't play games on my Mac or Linux box. I don't play them any more on my Windows box, either.

    6. Re:I don't think it's really been established... by Anonymous Coward · · Score: 1, Insightful

      You know this kind of post is funny. I recall just a few years ago when the N64 was brand new and Dreamcast and such, that the exact same discussion began. What can the PC possibly offer now that the console hardware has caught up to it?
      Think about how things will stand in 18 months when the PC has blasted far beyond where the 'nex-gen' consoles are.

      Lest I be misunderstood, I must clarify this by saying that I am not here bashing consoles, and replying with the: PC's WILL ALWAYS RULE! Argument.. I believe the answer is a more rational perspective to the whole argument. PC and Consol are vastly different kinds of machines right now. While they may converge. the fact stands, the market for the PC and Console are not the same yet.

      I admit, there is some overlap.. But the kind of people that love to upgrade their system, run their latest game at it highest resolution and speed will not go away. Nor will those like myself who like the fact that they can integrate their development station, word processor AND game platform all in one. You talk about how 300 dollars is too much to spend for a new card.. Do you think *I* and going to go out and drop 300 dollars for a new PS2, 40 bucks for a new controller( or maybe I need to have 3 more? ), god who knows how much for a HD expansion, memory cards, etc?

      The whole argument is simply a matter of perspective. You probably are the type that enjoys console games more. I, in general, am not. Perhaps some day yes, the console will win.. But it will not win the way you think. Have you noticed the price of consoles rising just as rapidly as the price of a new computer drops? I'll bet at some point in the next few years, they will finally overlap, and there will be a marginal difference at best. Just as there are PCs designed for the specific task of handling server loads, there will probably be PCs specificially designed for games... Sounds similar to what the XBox is maybe?

      This discussion asside, I think the generalizations of "dying PC Game companies, slowdown and lack of innovation" are a load of crap. Can you claim Black & White suffers from a lack of innovation in AI, or that Max Payne doesn't have cinematic innovation? I don't claim the opposite, that consoles suck. I think both are evolving, and seems to me slightly towards eachother. I could be wrong, this is merely my observation. I think you however, are completely off base and biased.

    7. Re:I don't think it's really been established... by mr100percent · · Score: 2

      I'm just curious if you could mention roughly how well the mac sales went, were they better than Linux? How about Team arena, did you get many downloads of the mac binary for the CD-ROM?

      Plus, I had the question on why the Q3A for mac was somewhere like $20 higher than the windows version when I bought it 3 weeks after it came out for mac?

    8. Re:I don't think it's really been established... by MrDolby · · Score: 1

      Hmm, as you seem to be talking more about government then computers. You should read this interesting article on the advantages of the two party election system over the multipary system.

      http://www.edge.org/3rd_culture/hillis_democracy /h illis_index.html

    9. Re:I don't think it's really been established... by MrDolby · · Score: 1

      Woops, the link doesn't work. Try this one. "http://www.edge.org/3rd_culture/hillis_democracy/ hillis_index.html"

    10. Re:I don't think it's really been established... by Anonymous Coward · · Score: 0

      good joke

      that article only shows that direct elections of candidates instead of parties in a many-party system won't work

    11. Re:I don't think it's really been established... by MindStalker · · Score: 2

      HEHHE, slashdot adds random spaces to long words, to mess up the formating of spam graphics. Anyways, the proper way to do a link would be to actually code a link. :) It works. Link

    12. Re:I don't think it's really been established... by Svartalf · · Score: 2

      Ok, I'll give you that- but then, infant PC games sales didn't compare to one medium Atari, Nintendo, or Sega game either.

      Linux gaming is in it's infancy. As my wife put it, all it'd take is a blockbuster or two at the same time with Windows (or better yet, being Linux first) to change the story.

      --
      I am not merely a "consumer" or a "taxpayer". I am a Citizen of the State of Texas
    13. Re:I don't think it's really been established... by Com2Kid · · Score: 1

      Hmm, what was the name of that one major Windows 3.1 PC game. There was Myst, then ther ewas this other 3d adventure/puzzle game, you where an excevator or some type. . . . hmm, anyways it was really popular and really helped show that indeed windows could actualy support games, heh.

    14. Re:I don't think it's really been established... by Ghost_5316 · · Score: 1

      Yea, but what happens when a Super-Duper new Console comes out? No more games for the one that you have. I've recentaly gotten my hands on a PSX (hold back the laughter) and now the majority of the newer console based games are only for the newer consoles that can handle the graphics. It works the same in the Console world as it does in the Computer world. The only difference is that the console world is slower.

    15. Re:I don't think it's really been established... by js9999us · · Score: 1

      Well, there are several issues with Linux that make it a hard sell:

      1. Not enough users (hopefully Microsoft will help change that with it's new registration system for Windows XP and Office XP)

      2. Linux is still not as easy to use. It took me several long nights to get my X-Windows set up to run OpenGL, Mesa, SDL, and all the other stuff that's needed to run my DVD Player, Quake 3, FlightGear, and other programs that require 3D hardware acceleration. It's getting better. I upgraded to XFree86 4.1.0, which solved a great deal of my problems. I consider my self an expert and I like to tinker with this stuff. Most people want something that works out of the box.

      This is definately changing. Linux is becoming easier to install and use. It's just not quite there yet.

      3. I didn't even know there was a Linux version of Quake2 and Quake3 that you could buy until after I bought the Windows version. If I had known they were out there, I might have passed over the Windows version and looked for the Linux version.

      I see more games coming out (I bought 3 in the last week, specifically for Linux). I think as Linux becomes more accepted, more people will buy games for Linux. Perhaps they need some incentive (like a less expensive version for Linux?) I know, I know, why should you give Linux users a break. Well, most people see Linux as the less expensive alternative. You want more Linux sales, show people you support it by charging less (or by charging more for the Windows version). As you've stated, you haven't made a lot of money off of the Linux versions, so what do you have to lose?

      Usually, you have to buy the Windows version and download the Quake engine from Id for Linux, which is what I've been doing. So, move one of those tick marks from the Windows sales column to the Linux column, if you don't mind.

      That's my 2 cents. I've been using Linux for about three years, and I love it. It's to the point where I'm probably going to wipe Windows off my system. I haven't booted Windows in, probably, three months (at least at home, at work I'm forced to use Microsoft).

    16. Re:I don't think it's really been established... by barfex · · Score: 1

      So what if linux games dont sell
      to good. I buy them and I love
      them...Its also my beleive that if I
      keep on buying them the sales
      will increase, its the multibooters
      and window$ users own headache that they run
      games on a platform that
      keep on crashing and crashing...and crashing...:)

      --
      ................los endos
    17. Re:I don't think it's really been established... by Some+Dumbass... · · Score: 1

      I'm a bit surprised by that comment about the sales of all Linux games ever. It's probably true, but also misleading. Given that id releases binaries for non-Windows platforms (which we do appreciate, by the way!), but no boxed sets for those platforms, how can anyone possibly know how many Linux users are (legally) using those games by downloading the binary? By saying "Linux game sales", I expect Mr. Carmack very strictly meant sales of boxed sets. But I expect that this clarification takes the edge off that "it isn't an economic motivator" comment, though. Does anyone really know how many Linux users bought Quake III because someone at id developed a Linux binary? This is why such a comment may be misleading.

      By itself I'm sure my quibble is just a minor point, yet I've seen this point made so many times on LinuxGames, SlashDot, and other sites and newsgroups. Sometimes I just get the feeling that the people at the game development houses just aren't paying attention to us :) What's really surprising, though, is the occasional evidence that some of these people may not realize this themselves! For example, Loki should know that you can't sell Quake III for $50 when it's just $20 in the stores...

    18. Re:I don't think it's really been established... by Anonymous Coward · · Score: 0

      yes but the life of a console is still longer per upgrade though. They *generally* last up to 5 years but this will shorten to about 4 with the current consoles thats my guess.

      Also the pads are not $40. They are £20 here in UK and reasonable for what they are.

  139. Open mouth, insert foot, make an *ss of oneself... by Svartalf · · Score: 0, Redundant

    Uh, the individual in question that you're calling a 15 year old, is none other than John Carmack, head coder at Id software. Unless John's id got hacked, the post is very likely to be from him- it's in his posting style by the way.

    He's developed all these cool games, you know like Quake and DooM. He drives this nice Ferrari (I know, I've seen up close and personal at the parking lot of the office building Id's currently at.). He's developed code that is used by the Open Source community (Utah-GLX has code that he developed in it...). He's no script kiddie posting lame crap on here.

    While I know it's highly unlikely that you're going to do it (Posting that diatribe as an Anon Coward is really being a coward...) you owe the man an apology.

    --
    I am not merely a "consumer" or a "taxpayer". I am a Citizen of the State of Texas
  140. Re:Who wants to game on anything other than window by Quikah · · Score: 1

    I have never had an mp3 skip in Linux. I have had an mp3 skip in win98, a LOT of times.

    --
    Q.
  141. Re:suggestion by Anonymous Coward · · Score: 0

    I suspect he wasn't writing for whiny little bitches like you.

    M$ as an informal abbreviation for Microsoft is accepted practice all over the internet in casual discussion sites like this one.

    Don't like it? Get over it or leave.

  142. Anyone remember Fahrenheit??? by Chatz · · Score: 2, Interesting

    Anyone remember the day SGI sold their soul to M$ if an attempt to ensure the survival of OpenGL with Fahrenheit.

    --
    There is folly and foolishness on the one side, and daring and calculation on the other. - Admiral Pellew, Hornblower
  143. DirectX is fast by sh4d3r · · Score: 1

    directx is quite odd to program for (mainly because it is based on COM), but it is really fast... seriously, in win32 you can't beat directdraw for graphics, and it will transparently use whatever hardware accel is available... before directx, most games were written for DOS in assembly because win32 GDI (windows graphics library) is so slow.

  144. Im set by Anonymous Coward · · Score: 0

    my geforce2 mx supports opengl and directx and quake 1, 2, and 3 runs beautifully on it so.......is there a problem?? times change, graphics change

  145. DirectX is easy and gives more options by Anonymous Coward · · Score: 0

    DirectX is very easy to use. If it werent then almost all games out there would not be programmed for it. And DirectX is more than just a graphics interface. It is an interface for the networking, user input devices, sound output and all the other devices surrounding game play. This is another reason that it is so easy to use it that it brings all these things together.

  146. Re:Who wants to game on anything other than window by duren686 · · Score: 1

    The really strange thing is that I've had MP3s skip in my portable MP3 player, but that's only because it is the most horribly cheap thing ever.

    --
    Y2K Compliant since the late 1890s
  147. Microsoft is an evil monoply thats why by Anonymous Coward · · Score: 0

    the full power of GL cannot be utilized on windows since they refuse to update the software implementation... and they put out all kind of garbage on why DX is better when its actually not, and poor monkeys buy into it...

    1. Re:Microsoft is an evil monoply thats why by Anonymous Coward · · Score: 0

      OpenGL is far easier to code with anyone who has used both will tell you that...

  148. OpenGL support is growing faster than ever by Anonymous Coward · · Score: 0

    Sorry to contradict, but OpenGL is growing faster than ever. It is the standard for all pro-3D on all platforms, and while your visit to the game store only showed D3D support on the software covers of Windows games, actually most of the top selling games are OpenGL only or only and D3D. OpenGL is supported on more and more applications every day - Windows, Mac and of course Linux. There is also a growing market for embedded OpenGL.
    The Microsoft hype machine is however very powerful and therein lies the risk - if game developers listen to the hype, then may ignore the fact that OpenGL is easier to program, better documented and fully cross-platform.

    1. Re:OpenGL support is growing faster than ever by Anonymous Coward · · Score: 0

      Too bad that every single statement you made, other than the cross-platform one, is completely and laughable false.

  149. Get your urban legends right by xenocide2 · · Score: 1
    Halflife was based on the ORIGINAL Quake, according to the slight majority of those vocal on the net. However the truth is differant

    Quick$ilver -Why is Valve sticking with the Quake1 engine rather than updating to the Quake2 engine? Would the Quake2 engine offer anything such as speed or the utalization of .dll's that is currently not in the HL engine?
    Harry - No. We have the Quake source, we have the Q2 source, we pick and choose what we want. We have written several sub-systems ourselves, like the skeletal animation, 16-bit software renderer, the GL renderer, the AI engine, and more. Where our code is in relation to that source code, I don't know. I do know that we have many things going on in Half-Life that I haven't seen in other games, and they look really cool. They get me excited as a designer: the world is more dynamic now, not so static and clean.


    So as you can see, wrote their own GL renderer.
    --
    I Browse at +4 Flamebait

    Open Source Sysadmin

    1. Re:Get your urban legends right by Anonymous Coward · · Score: 0

      Looks really similar to the Quake 1 stuff to me. Maybe you should have access to the source code before you spout lies.

    2. Re:Get your urban legends right by xenocide2 · · Score: 1

      Are you saying Planethalflife.com made up and interview with the actual Valve programmer?

      --
      I Browse at +4 Flamebait

      Open Source Sysadmin

  150. thank you for writing here =) by Sayke · · Score: 1


    you make slashdot suck considerably less.

    --
    -- sayke, v2.3.05 /* i am the middle finger of the invisible hand */
  151. [OT] Version 4 by Phroggy · · Score: 1

    which is a different Ask Slashdot: why is there no version 4 of so many things? No DX4, No Palm 4, no Voodoo 4, no Borland C++ Builder 4 ... all skipped straight to 5... go figure

    Was there an MS-DOS 4?

    Not only was there no MS Word 4, but they skipped 3 and 5 too.

    Slackware Linux had 4, but skipped 5 and 6.

    Anything else?

    --
    $x='S24;r)>63/* h@<5+oZ)32"5cz';$me='phroggy'x$];
    $x=~y+ -xz+\0-Tx+;print$_^chop$me for split'',$x;
    1. Re:[OT] Version 4 by saurik · · Score: 1

      There definitely was an MS-DOS 4 :-). I have disks for it somewhere (albeit 5 1/4). The reason you don't hear much about it is because it sucked, hehe. For the life of me I can't remember _why_ it sucked, but I remember everyone sticking with 3.3 before skipping directly to 5 for some pretty good reason...

  152. Re:Open mouth, insert foot, make an *ss of oneself by Anonymous Coward · · Score: 0

    >make an *ss of oneself...

    Bravo pal. You just outdid yourself. Everyone else got the joke. Go back and re-read the post you replied to.

  153. Re:Who wants to game on anything other than window by itarget · · Score: 1

    nice -19 xmms

    --

    "Where shall the word be found, where will the word resound? Not here, there is not enough silence." -T.S. Eliot
  154. OpenGL isnt completely cross-platform by Anonymous Coward · · Score: 0

    OpenGL doesnt run on Windows NT, Windows 2000, or Windows XP.

    I recently bought Anachronox (no im not evil for buying something so troll someone else), it runs only on OpenGL. I run WinXP... so... I have to dual boot to winme... sigh...

    Also, openGL gets hacked more than DirectX... Quake3 and counterstrike... ALL the graphics cheats are for the OpenGL set... makes me wish for directx only.

    1. Re:OpenGL isnt completely cross-platform by MrDolby · · Score: 1

      Opengl does run on WinNT, and 2000, not sure about XP never tried to use opengl on that os.

      You are probably just having a compatibility issue with Anachronox on XP (which hasn't even been released yet.)

  155. The real reason (probably been said) by catseye_95051 · · Score: 2

    For the past few generations Nvidia and MS have colluded to make sure that DX supprots the latest whiz bang featrues of NVidia cards.

    At Quakecon a few weeks ago John Carmack took Micrsoft to task for putting thinly disguised Nvidia specific operations in DX8.

    Fact of the matter though is that NVidia dominates the game-video car space and MS dominates the OS space, and they work togetehr to reinforce that lock.

  156. Re:why is there no version 4 of so many things? by PengoNet · · Score: 1

    I don't know if this is the reason, but in China, Japan and Korea: 4 is an unlucky number (like 13 in the west).

  157. Linux users already voted by Anonymous Coward · · Score: 1

    Historically, Linux users have NEVER been able to understand the concept of voting with their pocketbooks. A while back I read that when Carmack released Q3 for Linux, he was very, very dissapointed with Linux sales to the point of making him uninterested in future simoultanious multi-platform releases.

    Linux users think everything should be free.

  158. Apples and Oranges by Chris+Pimlott · · Score: 2

    It should be pointed out that OpenGL shouldn't be compared directly with DirectX. DirectX is many things besides Direct3D - DirectInput, DirectSound, DirectDraw, DirectPlay (networking)... Direct3D is just one (albeit the most important for many games) component of the whole. John Carmack (to my knowledge) never said DirectX sucked, just Direct3D. Quake used DirectInput and DirectSound (and DirectDraw if you were using software) and I believe the following Quake games do as well.

    If you want to talk about the whole package, you sohuld compare DirectX with something like SDL, which does try to supply the other components like input and sound (and does use OpenGL). Of course, as a whole, SDL doesn't have nearly the pedigree and industry support as OpenGL does.

    So if you want to take about OpenGL, compare with Direct3D and keep your terms straight.

    And all this raises a point - Direct3D is part of an entire games/multimedia programming environment. Most game companies aren't just looking at the 3d but looking at the entire suite for all the ways their game must interact with the operating system, and once you start using some of them (DirectInput, DirectSound), why not make things consistant and easier by using their 3d component as well?

    To my knowledge, John Carma

  159. Re:the reason is... uh-uh by orange7 · · Score: 1
    But that's exactly the point I was trying to make! The original poster claimed:

    "Everything in OpenGL is different for different cards. If you code in DirectX, at least it will work on all cards, even if only on Windows (so far)."

    I was (trying to) say that in the end there's no difference. You still have to pretty much test per-card.

    Jesus. I don't even have a fucking kettle.

    A.

  160. "directx is harder to program" is a myth... by YE · · Score: 1

    C'mon people, stop chanting what you've heard once before. What was true of DirectX 5 and DirectX 6 isn't necessarily true for DX 8. In fact, I find it VERY streamlined and it's much easier to tap into the power of modern hardware (Geforce & Radeon - class) with it. OpenGL has sadly fallen behind the times, with a vendor-proprietary extension scheme which means that though the GF and Radeon can do the same thing X, you must code it up twice, once using extension NV_GL_NVIDIA_GREAT_FEATURE_X, and once using ATI_GL_ATI_GREAT_FEATURE_Y (because the damned vendors have their own marketospeak names for the same feature).

    Besides, DirectX is by no means single-platform: it is the clean way of moving your game to the Xbox.

    There are tons more sources of non-portability in a game than the graphics API alone.

  161. OpenGL kind of sucks for gamers by Shadox+Tsurien · · Score: 1

    Speaking as a gamer, I know personally I cringe whenever I see a game that uses OpenGL. The reasons I dislike it are:

    1. Just one more driver to download (or break) - OpenGL often requires drivers outside of the normal pack, and they can be a pain to download. GLSetup is slow for downloading, unresumable, and often screws up anyways. And the GL drivers can be very, very difficult to find otherwise.

    And of course, it's just another thing that can break or get screwed up at some point, in which case you usually have to download it again.

    2. It never, ever seems to work properly - OpenGL seems to break down far more often and extensibly then DirectX. In all the years of playing games, I've only ever had one DirectX display bug (and that was caused by corrupt drivers.) OpenGL, on the other hand, never seems to work perfectly and barely ever seems to work at all. It seems like hardly a week goes by without getting a new display error in Q3A or having it suddenly stop working for some odd reason.

    Also, many times game features don't work in OpenGL, especially necessary things such as gamma adjustment.

    3. Poor Implementation - Games that offer OpenGL as well as DirectX (and sometimes Glide) usually don't use it very well (possibly because it's so marginalized.) As you'd expect, it causes even more display errors, bugs, and slowness than even normal OpenGL.

    Also, many video cards have truly bad OpenGL drivers, or even none at all. This can cause more problems. Only Nvidia really seem to make good OpenGL drivers.

  162. No, the real reason is... by leonbrooks · · Score: 2
    the incredibly poor support for DirectX in Linux is one of the reasons it is failing in the games market.

    No, the incredibly low number of desktops is why Linux is a small gaming market. D'uh?

    Basically, DirectX == Windows == locked in to Microsoft.

    DirectX started as a poor copy of OpenGL and was developed into something reasonably fast but still up to the eyebrows in gotchas. Pretty typical Microsoft, really. Make Windows 3 incompatible with DR-DOS instead of better at what it does, make Word incompatible with every known document standard instead of better at what they do, make VMS into a buggy GUI support layer instead of leaving it as a low-bug, secure and efficient OS then layering the GUI onto it, make DirectX incompatible with OpenGL and X (why call it DirectX anyway? X without networking? That's a feature, is it?) instead of adopting OpenGL and driving the standard somewhere better.

    Small mercy, in a way, M$ might have enforced 8.3 object names or something. But one reason for being different is to avoid direct comparisons. Plugin card drivers like XFree86v4 uses would clearly show DirectX up for the convoluted dog that it is.

    today's fast paced games do not require its generality, or its ivory-tower purism.

    Actually, they'd benefit quite a bit from a good dose of ivory tower purism. As well as being portable, they'd be less buggy. Might be faster, too, if they were designed around good software principles, rather than to take advantage of or avoid specific features and bugs in DirectX.

    --
    Got time? Spend some of it coding or testing
  163. DirectX is actually pretty elegant. by tshak · · Score: 2

    DirectX is so hard to program in, so clunky to use...

    Although I'm a fan of OpenGL, it's way to harsh to say that DirectX is clunky. It's actually quite brilliant (albeit some quirks), hence why so many predict that a lot of developers will LOVE developing for the X-BOX. One other thing to consider about DirectX, is that it's an all encompassing API which handles not only 3D accelorators, but 2D display, input devices, 3D and standard sound, and so on.

    --

    There is no longer anything that can be done with computers that is nontrivial and clearly legal. -- Paul Phillips
  164. And since SGI is a part of it... by leonbrooks · · Score: 2

    ...it's gunna be cool. In fact, it already is cool - just not stable enough yet.

    Microsoft are to real-time graphics what Macdonalds are to food. If instead of doing their own thing they'd got behind OpenGL and pushed instead of telling lies about its performance, OpenML would have been here many years ago.

    --
    Got time? Spend some of it coding or testing
  165. OpenGL vs. DirectX by SkewlD00d · · Score: 1

    DirectX -> Microsoft(TM) API for multimedia hardware abstraction.

    OpenGL -> Platform-independent 3D (and 2D) graphics rendering.

    The problem is you need something like GLUT to make OpenGL useful (which now includes a nifty full-screen gaming mode). OpenGL has no concept of a current window or device (like a 'this' pointer or current buffer handle), there is only the current OpenGL device and its state (effectively global variables). GLUT makes some strides toward platform independence, as you can create and switch OpenGL contexts among the GLUT created windows. GLUT also has the all-important callback functions for I/O message-based processing.

    I think that there needs to be an equivalent API for 3D sound, music and input devices if truely portable games are going to get off the ground.

    That's my (double)2/100 of a dollar.

    --
    The biggest trick the devil pulled was letting lawyers become politicians so they can write the laws.
  166. Software-Rendering 3D API, Ray-Tracing by SkewlD00d · · Score: 1

    Why isn't there a concerted effort to develop a software 2d/3d game rendering API?

    Maybe even a fast (or faster) ray-tracer/scanner/caster?

    What about hardware-accelerated ray-tracing?

    --
    The biggest trick the devil pulled was letting lawyers become politicians so they can write the laws.
  167. Porting to OpenGL minor problem? by Osram · · Score: 1

    As you probably know, Battle of Britain will be open sourced. On the forum, at http://www.simhq.com/simhq3/sims/boards/bbs/Forum4 0/HTML/002621.html someone asked how difficult it is to convert from Direct3D to OpenGL and then to port to Linux. Surprisingly (at least, to me), the answer was:

    BoB uses D3D Bit this is sperated out into the lib3d.Dll - so, in theroy, all you would have to do is re-write that to give OpenGL support. The bigger problem would be converting the UI to not use the M/S MFC.

  168. Oh, man! This is so goddamn funny, it hurt. by Jeremy+Lee · · Score: 1

    Thanks and kudos to whoever moderated this rant up. I haven't laughed so hard in a while. It's gotta be a troll, though.

    --
    Jeremy Lee | Orinoco
  169. Even funnier... by Angelwrath · · Score: 1

    His post was so good it got modded to +4 but he didn't get any Karma points because he posted AC.

    BUAHAHAHAHAHAHA!!!!

    1. Re:Even funnier... by Anonymous Coward · · Score: 0
      And the funniest of all...

      Not only do you care about karma, but you have had your account for almost 2 years and you still haven't hit the karma cap! Hillarious!

  170. well, that's ok so far... by Anonymous Coward · · Score: 0

    MICROS~1 directx still sucks like 5 years ago. they can't even make it work properly on their shitload bunch of oses, e.g. on NT 4.0 it frozen at dx 3.0 epoch, so that's ok - MICROS~1 will never do things right. As for GL, there's much more positive things happen, apple now with it, and so on...

    1. Re:well, that's ok so far... by MrDolby · · Score: 1

      Um, what experience do you have in programming using Directx and opengl?

      Also, as far as not having directx support in NT4 (which is the only MS OS that doesn't have DX that matters anymore.) that was probably more a marketing decision than one from a technical standpoint. I sure if they wanted to they could have included it but they want the people with NT 4 to buy windows 2000.

  171. Doom 3 == OpenGL by ciryon · · Score: 1

    The upcoming Doom 3 from ID Software uses OpenGL and will run on not only Winbloze.

    Ciryon

  172. Oh really? No innovation? by Anonymous Coward · · Score: 0

    ahem hem. You're missing a game.

    MAX PAYNE. a D3D _ONLY_ game. It happens to be one of the most innovative games to date.

    roofle.

    1. Re:Oh really? No innovation? by Explo · · Score: 1


      MAX PAYNE. a D3D _ONLY_ game. It happens to be one of the most innovative games to date.


      Hmm? What exactly is so innovative in Max Payne? It sure has nice effects and bullet time/shoot dodge is a feature that hasn't been in many games so far (Hitman included supposedly some kind of slow motion), but I'd say that it's hardly original or innovative. Not a bad game, but it's merits lie mainly in other aspects than innovation, IMO.

      --
      Everyone who makes generalizations should be shot.
  173. Brainless! by Free+Bird · · Score: 0, Redundant

    Man, what are you STUPID! ROFLASC! The man you just called a "15 year old kid who's only experience with real game programming is writing dupe macros for Ultima Online" is one of the greatest gaming programmers that ever lived! You'd better feel really stupid now, AC!

    HAHAHAHA! It's just SO funny how you made a fool out of yourself!

  174. Didn't MS drop OpenGL from Windows? by danov · · Score: 1

    I might be wrong on this, but I thought MS announced it would drop OpenGL support in its future OSes like Windows XP.

  175. Re:Open mouth, insert foot, make an *ss of oneself by Steeltoe · · Score: 1

    Haha! You didn't get his joke. The joke is all on you! Unless.... your reply was also a joke. Then it's all on me... Aooouuucchh! d;*P

    Lesson: Everything's a joke. Don't be so serious or you won't get it.

    - Steeltoe

  176. Re:the reason is... uh-uh by Anonymous Coward · · Score: 0

    Fair enough. Sorry.

  177. No OpenGL games? by UberLame · · Score: 1

    First, you are aware that DirectX does more than just graphics right? If you are writing a game on windows, the only reasonable way to do sound, and control input are through DirectX.

    Now, what I want to know is, are you trying to tell us that Quake3, Unreal Tournament, Halflife, and Counter Strike are no longer for sale? Those are all games that not only support OpenGL, but also work best in OpenGL if there is an option (except Unreal Tournament which works best using Glide).

    One of the biggest problems with OpenGL, is that Microsoft has been sabatoging it ever since Windows 95. For instance, for you video drivers to be Microsoft certified, they have to fully and properly support DirectX, including Direct3D. OpenGL drivers on the other hand aren't required, and when they do exist, they could just plain not work, and still the card and drivers could be Microsoft certified. This is why there where so many QuakeGL implementations of OpenGL floating around a few years ago.

    --
    I'm a loser baby, so why don't you kill me.
  178. Re:The present, the future *nix and OSX by stoneskimmer · · Score: 1

    Just a quick comment Given that Apples new OSX shares a lot of code with the various *nixes out there won't that reduce the cost of developing for non Windows platforms. I don't know how OpenGL is implemented on the different platforms but some Linux games have alreadybeen ported. This should give developers a larger customer base for their games with minimal development costs stoneskimmer

  179. The reason is DirectDRAW by UnknownSoldier · · Score: 2

    Early versions of D3D (pre DX8) integrated better with DD then OpenGL did.

    A lot of game developers dropped the ball on this. And it didn't help that M$ shoved D3D down us game programmers throats whether we wanted it or not (shoddy OpenGL MCD support, very bad DD integration, etc)

    That's the REAL reason -- commonplacy with developers. Too many didn't care enough about OpenGL. ;-(

  180. Quit worrying about everyone else by Helmholtz · · Score: 2
    If more people simply made programs that they wanted, using the most appropriate API for their program perhaps more quality software would be created and less rhetoric would be bandied about for no good purpose.

    Just a thought.

    --
    RFC2119
  181. Games by Anonymous Coward · · Score: 0

    Pretty much the most important (financially) use for a 3D API. Portability isn't exactly a huge issue when you consider that even the M$ PC market doesn't yield a lot of profit for anything other than a top 5 hit, do you think publishers give a damn about Linux ?. Maybe Loki did, but look at the losses they are making. When you consider that us developers now have Xbox as a platform (DX8) you can see that OpenGL isn't very attractive. Regardless of how good it is (and it is very good) it has very little going for it in the current marketplace.

  182. Same here! by Anonymous Coward · · Score: 0

    My Geforce2 mx runs Counterstrike at 72fps in OpenGL and 35fps in directX.
    Which one do you think i run? lol...

  183. An Interesting Experiment by Anonymous Coward · · Score: 0

    From an economic standpoint, a developer is not making a bad call if they ignore the existence of all platforms but windows.

    I think it would be an interesting experiment if Id Software would totally screw over the Windows users by releasing Doom 3 only on Linux and never releasing a Windows version.

    I'm sure they (or any sane game company) would never do it. However, what they could do instead is release Doom 3 for Linux six months before they release any other version. That way they could still make their big Windows money for the game (with a six month delay), but they could also help change a lot of the more hardcore gamer computer geeks over to Linux. At least, there would be a lot more dual-boot setups :)

    It would be like a nasty bee sting against Windows as the gaming OS of choice, but, of course, it wouldn't do too much damage. Personally, I would be pissed off by the move, but I have other games I could play in the mean time even if I decide to not bother with a dual boot. A more effective assault would incorporate several killer games from several different genres (like RTS, RPGs, etc.) released in the same fashion at about the same time.

    It's just a thought. I bet if Id actually did anything like this, they would probably all be lynched by enraged, rabid gamers :)

  184. Much has changed since this became an issue by Junks+Jerzey · · Score: 2

    When all of the hooplah about DirectX vs. OpenGL was a hot topic back around 1997, DirectX was a much different beast. It has gone through three major revisions since then (versions 6, 7, and 8). I'm still dumbfounded that a simple SDK can be a hundred megabyte download, but, that aside, DirectX is much simpler to use than it was even a few years ago. The big issue in 1997--execute buffers--haven't been necessary since 1998. The other big issue--horribly complex initialization code--was addressed in DirectX 8.

  185. Games running on OpenGL. by CaptIronfist · · Score: 1

    To my knowledge a great majority of the most popular 3D games run better on OpenGL, not DX.

    Let's see:
    Quake
    UT
    Tribes
    Half-Life
    ....
    Append your own


    The author's comment is suprising in which OpenGL is strictly a 3D API and DX is an all purpose Gaming API. Comparing Direct3D to OpenGL yields the fact that most 3D games run on OpenGL.

    The future of OpenGL ISN'T IN DANGER.

    I gotta little question, if i start a riot will i get protection ...

  186. Already covered... by prdugan · · Score: 1

    Most of this is all covered in an article at ExtremeTech

  187. Re:c good model for high level graphics programmin by Anonymous Coward · · Score: 0

    While compilers aren't perfect, most can compile ANSI compliant C code with very little or no trouble. I personal have had good luck with Borland's C/C++ compilers. Some dialects of C maybe incompatible with certian compilers but that is not a reason to condem C. Besides interpreted language such as Basic or Python etc tend to suffer from slow run times and very inefficent compilers. If you want to do any graphics more advanced than displaying simple bitmap animation it's best to use a fast language like C which is as close to the speed of assembly in a high level language so far.

  188. Re:c good model for high level graphics programmin by Anonymous Coward · · Score: 0

    First of all, there's a command-line switch to make MSVC 6.0 compile ANSI-C code..
    Secondly, I think C is the best choice because it was originally designed to be a more readable ASM - anything higher than that would be possible, but perhaps unnecesaary, and might introduce more overheads?
    There's almost definitely gonna be instruction sets (an ASM language), so people can port existing compilers, etc., I assume.

  189. You NEED to check out SDL by JSBiff · · Score: 2

    Hello, for everyone saying "The problem with OpenGL is that it doesn't include a cross platform abstraction for sound and input", you NEED to go check out The Simple DirectMedia Layer. SDL integrates with OpenGL and provides cross-platform (essentially it wraps DirectX on Win32 and Xlib/XDGA on *nix) access to mouse, joystick, sound, etc.

  190. Not a Lost Cause by rbeattie · · Score: 1

    After reading the comments from game programmers it seems that the DirectX vs. OpenGL/MesaGL isn't exactly a lost cause in favor of M$.

    1) Programmers are already constantly updating their knowledge of the APIs that are continually changing to take advantage of the latest features

    2) Each new game starts basically from scratch

    3) Porting is already common for companies that want to support the Mac. And

    4) Hardware companies such as nVidia are still supporting/advancing OpenGL.

    It seems to me that when and if there is a significant reason to change to a more open spec from DirectX it can/will be done within a generation of games.

    -Russ

    --
    Me
  191. Re:Real problem: OpenGL ARB doesn't care about gam by Explo · · Score: 1


    Unless the ARB makes tremendous changes in its policy of staying 3 years behind the hardware, I strongly feel OpenGL is relagated to the niche BASIC fell into. Sure, you can get it on all platforms, but its so slow and feature poor, why bother?


    You mean, just like the very uncommonly used Basic known as Visual Basic? ;) OK, it's not available for all platforms. Just couldn't resist poking at your choice of example.

    --
    Everyone who makes generalizations should be shot.
  192. OpenGL doesn't provide the same functionality by Anonymous Coward · · Score: 0

    OpenGL just doesn't provide the same level of functionality that DirectX does. DX8 and OpenGL both provide a simple, clean API that any idiot could use (and the game industry seems to have tons of sloppy idiots), but DirectX continues to be updated frequently with support for new features as they come along (like the new shader languages that have been all the rage on the hardware sites). DX also provides a lot more than 3D graphics.

    One area where Microsoft made a great move was in using COM (that's the core of ActiveX to you non-programmers and non-Windows programmers) as its basis. Rather than building an ever larger API in order to maintain backward compatibility as OpenGL has done, they provide a new set of interfaces with each version that may or may not be compatible with a previous version. So a DX7 game uses the DX7 interfaces, a DX8 game uses the DX8 interfaces, and both end up using the same underlying components even though neither is exposed to the redundant feature set of the other. That allows MS to rethink things and simplify whenever they feel the need.

    Now, here's the drawback: this rapid change has led us to the point where old cards just aren't supported for hardware acceleration. Do you still have a 3dfx Voodoo 1 card in one of your older machines? You won't be using it with DirectX Graphics, since DXG requires a DX6 or higher driver and 3dfx never released any post-DX5 drivers.
    This is another one of those cases where MS had enough money to experiment and keep retrying things until they had a better product. Now, if they can just produce a better browser than Mozilla...

  193. Self-perpetuating cycle. by Anonymous Coward · · Score: 0

    I know Mac game sales are probably 1/50 of windows games sales, and linux may be even less. For the Mac, at least, this is a self-defeating cycle. I've heard some /.ers say "The mac is nice but it doesn't have any games, so I won't buy it." Then game developers say "The mac isn't much of a market." and give late or mediocre ports [Civ:CtP crashes like a mofo when trying to save which is great irony and perfect timing] to the Mac, or often just don't bother. Then some /.ers say "The mac is nice but it doesn't have any games, so I won't buy it." Then game developers say "The mac isn't much of a market."... It'd be nice if companies, including Apple, bothered trying to change this cycle but it seems like this is the only hope for now.

  194. Carmack... lol by Anonymous Coward · · Score: 0

    Alright - first off, not ANONYMOS COWARD here, just too lazy to register... I'm a reader at Slashdot, not a poster... anyways - this is NuAngel - the "3dfx" toating guy, blah blah blah... anyways, I just wanna know why Carmack is saying stuff like Loki owes "us" (id) money. At last note, I thought our favorite Doom 2 final boss had left id... or was Brian Hook the only one to ever really left the team??

    NuAngel.net - unedumacated staff, writing stuff for your useless video cards.

  195. Direct3D versus OpenGL by Zobeid · · Score: 1

    One comment there really drove me up the wall. Carmack admits that it took years and many major revisions to make DirectX 8 into a decent graphics API -- competitive with OpenGL -- but then he waves his hand and dismisses that as merely "water under the bridge" and says people shouldn't harp on it.

    The reason that bugs me is because I remember years ago when the whole OpenGL versus Direct3D issue first came up. Somebody wise in the ways of software development (sorry, I don't recall who it was) posted a prediction. He said: Direct3D is pitiful compared to OpenGL. Somewhere several years down the road, after several major revisions, Microsoft will finally get Direct3D to work as well as OpenGL already does today. A few smart developers will use OpenGL, but the vast majority of them will let Microsoft lead them around by the nose for a few years before finally getting basically the same thing -- except without cross-platform portability.

    And it happened exactly the way that guy predicted. And I watched it happen, helplessly. The question I have is, why do developers go along with this kind of thing? I mean, are they STUPID? Don't they ever LEARN? John Carmack calls this "water under the bridge". Sure. . . It's all in the past now -- until Microsoft rolls out their next "de facto standard" (dot-net, anyone?) in a half-completed state, expecting developers to sign onto it en masse. Which most of them will, just because it's from Microsoft. Then wait four or five years for Microsoft to get it working right -- and oh, by the way, it only works on M$'s operating system.

    I don't get it.

    1. Re:Direct3D versus OpenGL by Reztarn · · Score: 1

      Sure Microsoft have made mistakes in the past and will in the future. What do you do? Do you not use their API and spend more money developing? Look at it from an economic stand point. It is most economical to develope a game using DX right now in most cases. Just because it sucked in the past you don't not use the very usuable product now. Microsoft is here to stay. Not all that they touch is evil. Dot Net stuff isn't solely Ms either. It infact is an OPEN STANDARD that any vendor can adopt. The WINS extension to it is the windows front end which will not be readily portable to other devices. Dot Net has some good and bad points but your statement "except without cross-platform portability" is dead wrong If I write a application in Dot-Net and don't use the Windows extension then I can take that Dot-Net program (binary form) to ANY machine that has a JIT Dot-Net Compiler (which is an open standard) and the first time I run that program it will compile what it needs for that machine....once....then it is in native binary form. Think of Dot-Net as a Java program that compiles only what it needs when it needs it the FIRST time. Every time after that it uses the natively compiled code. Sure its slower the first time you run it or the first time you use a particular segment of code but it is completely portable to any device that has a JIT. Any device can have a JIT writen for it as long as they can impliment the basic Dot-Net features. So I write a calculator program and I can take that program run it underwindows. I can then take that exact file and run it under Linux on a Sun box then take that same file and run it on a DEC Unix box then decide send it to my new wiz bang mobile phone that has a JIT for it before sending over to my Apple Mac to look at it there. 1 file....any number of operating systems...and you know what....the JIT can be different for different complatible CPUs. There maybe a JIT writen for AMD or INTEL depending on the host platform gaing performance benifits for the native CPU instead of compling to 586 code. Now the only other draw back to this is that the file grows with each operating system you use it on. But with careful planning that isn't that big of an issue. I'm not a microsoft lover but I'm not also stupid enough to force one of my customers to us an alternate OS if its going to cost them more to use it for ZERO benifit to them. Oracle...nice database but for many of my customers they can't afford $15,000 or more to purchase it then pay a higher priced DBA to manage it when they can get away with SQL Sever for one tenth the cost and I can train one of their staff to manage it in a few days.

  196. Shut Up by Anonymous Coward · · Score: 0

    Stop whineing about MSVC 6.0. It Owns you...and if your friends C program dont compile on it, its becuase the old C launguage aint Microsoft compliant. And these days you better be Microsoft compliant or the only thing your going to be able to log on is your toliet.

    Billy G.

  197. OpenGL by willywalloo · · Score: 1

    Why support only one API rather than multiples? What your proposing is that we only support Walmart like company (implying: let that we should let them take over). And we already know that when an object trys to take over the world i.e. Shredder in the Teenage Mutant Ninja Turtles, or in a more real-world sense Hitler, they will thankfully be brought down. It seems that a man of such knowledge wouldn't only support on group of people, but as many as possible. Why? -walloo

    --
    willywalloo's mostly macly - URL
    1. Re:OpenGL by willywalloo · · Score: 1

      -sorry for the spelling errors, I was typing pretty fast.

      --
      willywalloo's mostly macly - URL
  198. A blast from the past by Anonymous Coward · · Score: 0

    From: Richard Heathfield (complangc@eton.powernet.co.uk)
    Subject: Re: A primeval C compiler
    Newsgroups: comp.lang.c, comp.std.c, alt.folklore.computers
    Date: 1999/07/29

    Dennis Ritchie <dmr@bell-labs.com> wrote in article
    <379FE9FA.7D08@bell-labs.com>...
    > I finally prepared another fossil for museum exhibition: from DECtapes
    > written
    > in 1972-73, there are exhumed C compilers (including source) to show
    > what
    > the very early stages of the language were like. This was a highly
    > transitional stage; for example, the earlier one anticipates a "long"
    > type, but doesn't have struct; the 6-months-later compiler implements
    > struct, but reuses long's slot in the type table.
    >
    > http://www.cs.bell-labs.com/~dmr/primevalC.html
    >
    > Dennis
    >

    DECtapes are highly platform specific, and are not covered by ANSI C, which
    is the subject of this newsgroup (comp.lang.c). Try a DEC-related
    newsgroup.

    If you want us to comment on your source code, please post it in the body
    of your email.

    What was your C question?

    --
    Richard Heathfield

    The bug stops here.

    nasaldemon: "Richard, they won't get it. They won't understand. You're
    gonna be shot down in flames for this one, big-time."

    Richard: "I know. It's one of those do-it-and-damn-the-consequences days."

  199. The person.. by Anonymous Coward · · Score: 0

    The person wise was John Carmack himself. In the original Direct3D bashing he did some 5 years ago, he correctly predicted that Microsoft's API would essentially become more like OpenGL in each revision. Obviously he was right.

    Yeah, Im tired of MS and their so called "next thing". I've delt with plenty my share of poor technology and its rarely beneficial to embrace anything from Microsoft until its hit Version 4.0, Service Pack 4, or whatever. Once the dust settles, if its really that helpful of a platform (.NET, DX, etc). You'll know.

  200. Divide and conquer by paulmoham · · Score: 1

    I don't think anyone has ever pointed it out...from Analyst on Wall street and the US government to software developers....time and time again, Microsoft has beaten its competition by dividing them and than conquering them one at a time...Now it's the game-developers turn... xbox is just the beginning...they'll do with the xbox what they did with windows with one distinct exception...this time they're going after the hardware side of the equation as well. The issue isn't if there is a market in Linux or Mac for making games....The issue is you as developers need to feel obligated to support multiple platforms...unless you the developer take it upon yourself to give choices to your user base, they'll continue to be channeled in to one company's corner! And when you have them in one corner you just limited your own choice...you just gave another company reason to come after you...I wonder if the poor souls at WordPerfect, Apple, Lotus, Aldus...etc...ever saw what hit them in the head! Don't worry cause you wont see it either...

  201. Re:Open mouth, insert foot, make an *ss of oneself by Anonymous Coward · · Score: 0

    Actually I don't think it was a joke.
    Jokes are supposed to be funny, or at least amusing, this post is neither. If he wanted it to be funny he should have used some outragous "Facts," Hyperbole, etc.

    Instead I'm left thinking the originator of the post DOESN'T know who JC is, that the guy is a complete dumbazz.

    The self admitted fact that you don't know if the replies are jokes simply illustrates the pointlessness of this whole thread. In fact anyone that contributes to this post is a dumbazz...