Why You Should Use OpenGL and Not DirectX 515
stickyboot writes "The independent games developer Wolfire describes why they decided to use OpenGL instead of DirectX. The article mainly discusses the marketing strategies behind DirectX and how the API became so popular. It also goes over why a developer would choose OpenGL over DirectX and what this decision means for the gamer. 'Back in 1997, the situation was similar to how it is now. Microsoft was running a massive marketing campaign for Direct3D, and soon everyone "just knew" that it was faster and better than OpenGL. This started to change when Chris Hecker published his open letter denouncing DirectX. Soon after that, John Carmack posted his famous OpenGL rant, and put his money where his mouth was by implementing all of Id Software's games in OpenGL, proving once and for all that DirectX was unnecessary for high-end 3D gaming. This lesson appears to have been forgotten over the last few years. Most game developers have fallen under the spell of DirectX marketing, or into the whirlpool of vicious cycles and network advantages.'"
Re:OpenGL and the rant about marketing (Score:5, Funny)
So if they tighten things up they'll be better able to compete?
Re:OpenGL and the rant about marketing (Score:2, Funny)
1) I'm suprized anyone would want to use something as old as DirectX....
2) I use mutt you insenitive clod!
Re:I'm sorry but I don't really care (Score:3, Funny)
There is a huge difference between Pepsi and Coke, just for the record.
Re:OpenGL and the rant about marketing (Score:3, Funny)
False -- Name me one language that doesn't have OpenGL bindings
Well, we couldn't find any for INTERCAL (we also use Brainfuck for low-level optimization of critical code sections). Meanwhile, D3D APIs literally blend right in! ~
OpenGL is easy(er?) to pick up
On a serious note, this one is arguable. I will concede that it's much easier to write a simple 3D application in something like SDL+OpenGL, because of many sane defaults. However, if you try to get it even to the level of a hobbyist but not horribly outdated game engine, the amount of complexity quickly increases for OpenGL as well. I'm not an expert in either, but from comments of people who are, it seems that D3D APIs got mostly sane in D3D9, and most of the flak it gets for being overcomplicated is an artifact of older versions (where it held true).
Re:Apples to Oranges (Score:2, Funny)
Re:Direct X and the Xbox (Score:5, Funny)
Could you make those error bars a bit bigger? You almost said something.