• Some questions/concerns before switching completely to Ubuntu
    40 replies, posted
Wow... makes me wonder why VALVe chose to miss out on so many sales all these years. You would think they would want to dominate all 3 computer markets, not just primarily one, and add the other two later as a second-thought.
Because they've got quality games to push out. It's a creative process and that takes far more time than you seem to anticipate... (also, what's with the german tradition of hyphenating nouns to form a new word?)
[QUOTE=HubmaN;22019545]But specifically no. I know it's VGUI on metal and a DX9 interface-compatible library. At this point the performance hit becomes negligible.[/QUOTE] I highly doubt they wrote a wrapper for OpenGL that makes it behave like DirectX, this is what wine do. Their engine would expect a certain interface for graphics hardware, abstracted from both DirectX and OpenGL equally, designed to fulfill their needs best. It's semantics I know, but it's pretty simple to understand how it's actually working.
I'm such a douchebag in C++ that even if it's for one platform, I write abstraction layers anyway.
I try to include some level of abstraction whenever I write any code.
[QUOTE=CPPNOOB;22034455]I'm such a douchebag in C++ that even if it's for one platform, I write abstraction layers anyway.[/QUOTE] That's not douchebaggish, that's good coding practice
[QUOTE=blankthemuffin;22032512]I highly doubt they wrote a wrapper for OpenGL that makes it behave like DirectX, this is what wine do. Their engine would expect a certain interface for graphics hardware, abstracted from both DirectX and OpenGL equally, designed to fulfill their needs best. It's semantics I know, but it's pretty simple to understand how it's actually working.[/QUOTE] [img]http://imgur.com/fc6sg.png[/img]
[QUOTE=HubmaN;22038789][img]http://imgur.com/fc6sg.png[/img][/QUOTE] A weird way to do it, considering their render system would already be abstracted (one only hopes...).
[QUOTE=blankthemuffin;22038958]A weird way to do it, considering their render system would already be abstracted (one only hopes...).[/QUOTE] Source *is* the abstraction layer... (also, I just realized how odd "source" sounds.)
[QUOTE=HubmaN;22039031]Source *is* the abstraction layer... (also, I just realized how odd "source" sounds.)[/QUOTE] Generally the engine is decoupled from the render system via an interface which suits your engine specifically. For example: [url]http://www.ogre3d.org/docs/api/html/classOgre_1_1RenderSystem.html#_details[/url] [editline]07:28PM[/editline] Because remember it's not only when you port to a completely new system that you're required to change your render system, moving from DirectX 8 to 9 to 10 to 11 or from OpenGL 2.x to 3.x to 4.x can all be abstracted behind this common interface.
Oh.
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