Tuesday, October 13, 2009

The birdmen cometh

So yesterday my parents came back from France, from their second home i mentioned before in a previous post.

While they where in France my brother and his family visited them and he helped them cut down a couple of trees.

So my parents showed me a video of my brother perched up in a tree,
sawing off the branches.

A little while later his 3 year old son comes out of the house,
barely awake, just woken up.

He looks up, and sees his father sitting there in the tree,
which he obviously didn't expect to see.
Somewhat puzzled, he then says (roughly translated from dutch):
"Daddy, surely you're not a bird!?"



  1. Hey. I am a beginner on 3D Graphics and would like to devote some energy into learning an API. I have been hearing a lot of bad things about OpenGL 3.0+, what would you recommend I use to develop graphics? OpenGL? DirectX?

  2. In the past OpenGL was the leading API and DirectX was trailing OpenGL.
    These days it's the opposite.

    OpenGL also has had years of mismanagement, but they've seemed to turned that around (at least, that's what my impression is at the moment).

    OpenGL driver quality is a lot lower than DirectX driver quality. NVidia has the best OpenGL drivers, ATI drivers are somewhat buggy, and everybody else has horrible OpenGL drivers.

    Old OpenGL is easier to learn than DirectX, but modern OpenGL is a big mess of optional functionality (extensions) that may or may not be implemented by any hardware vendor.

    OpenGL is pretty much on life support on the PC, but it's the only choice on some other platforms:
    All Apple platforms, some mobile platforms, PS3 has OpenGL support (although AFAIK everybody is programming directly to the hardware instead).

    Me, I'm using OpenGL simply because I've been using it for years and considering my very little spare time, I have the choice between learning a new API and doing something interesting like my virtual texturing project.

    That being said, I would suggest that you learn DirectX 9, which is basically the industry standard at the moment, and will be for years to come (at least).

    Once you know the basics, it should be (relatively) trivial to switch to other API's.

  3. Thanks a lot, I really appreciate the detailed response. Keep up the good posts :)

  4. Hi, very interesting blog. About the API to learn: DirectX is indeed the industry standard if you talk about the industry that care only about Windows : Gaming. Otherwise, the industry standard for everything else is OpenGL. So if you're ok to be tight to Windows, and are primarily concerned with games, you can learn DirectX. If you want some cross platform capability, you don't have the choice: only OpenGL is available on Linux and Mac OS X.

  5. Well, in the game industry, and we're talking about game technology here, Linux is not even a market. It's *that* tiny.
    Mac OS, yes that's OpenGL, but it's a relatively small market.
    XBox-360, uses a dialect of DirectX9. Playstation 3, has OpenGL ES support, but nobody uses it and prefers to program more directly to the hardware.
    So, in the real world, for game development, you have the choice to be compatible between Windows and Mac OS (OpenGL), or compatible between Windows and XBox 360 (DirectX).
    Depending on the size of your operation you might want to go for the niche market (Mac OS), or go for the big bucks (XBox 360).
    Porting any game to Linux would always be a bad idea from a business point of view, this has been proven time and time again.
    (Not that I have anything against Linux)


To you spammers out there:
Spam will be deleted before it shows up, so don't bother.