Will DirectX replace OpenGL in game development?

yooyo said:
IMHO, it will be bad for whole world to let MS to design future 3D API and hardware.
Even more, D3D API have most worst design ever.
1. I just don't want to rewrite whole code to support new DX version and new features.

Excuse me, but this is absurd. Please tell me what API and OS doesn't require you to write new code to support new features.
I've been maintaining a non-trivial renderer since the days of DX8, through DX8.1 to DX9, and all the API-related changes have been negligable. In contrast, we've been adding tons of new features, greatly assisted by what's coming each two months in the form of SDK updates, in D3DX and the extensive effects framework, along with excellent tools like PIX.

yooyo said:
3. It is designed only for games. There is no any additional interfaces for async texture transfer and async readback, genlock control, frame lock, frame/field control...

Yes, and Winsock is designed only for networking, and FMOD is only for audio. Why don't you go bash Firelight about their decisions in the new FMOD, because they don't suit your particular problem?

The title of thread has "game development" in it, not "motion capture-related softawre development". DirectX is a great solution for game development on Windows, and getting better all the time. The valiant efforts of NVIDIA to keep OpenGL usable for game development aren't enough to counterbalance the indifference of the OpenGL industry working group towards the needs of game developers.

yooyo said:
4. If MS decide to support only OGL 1.4 on Vista (no shaders, etc..) or if user have to turn off Aero just to use OpenGL app, im gonna drop MSN support and switch to another platform (Linux).

Or, more likely, you won't, because your userbase will drop Centroid Motion Capture support and switch to another vendor. Be honest, is your current support for Windows out of your sheer love for Microsoft and appreciation of their work, or is it because it's the reasonable thing to do?

The "caps hell" is quickly becoming a thing of the past - once you set your minimum platform to be ps2.0, differences between ATI and NVIDIA cards become manageable. Teh register combiners were one of those "expose too much of the hardware details" mistakes, hence the caps mess.
 
assen said:
Excuse me, but this is absurd. Please tell me what API and OS doesn't require you to write new code to support new features.

I said REWRITE not write. DX force you to REWRITE whole rendering code when you decide to switch from DXn to DXn+1. If you think that this is not problem, then OK. I think this is a problem. In OpenGL this is just another sub-codepath that can replace something in rendering engine.

The title of thread has "game development" in it, not "motion capture-related softawre development". DirectX is a great solution for game development on Windows, and getting better all the time. The valiant efforts of NVIDIA to keep OpenGL usable for game development aren't enough to counterbalance the indifference of the OpenGL industry working group towards the needs of game developers.
Exactly! So MS should provide full OGL support on Vista instead of trying to kill such API. Let D3D be a gaming 3D API and leave OpenGL to professionals.

Or, more likely, you won't, because your userbase will drop Centroid Motion Capture support and switch to another vendor. Be honest, is your current support for Windows out of your sheer love for Microsoft and appreciation of their work, or is it because it's the reasonable thing to do?
I doubt... Check our site (http://www.centroidanimation.com/) and look at references. You'll see all game titles where my company provide unique and quality service.
MS should adopt standards instead of making new one. You think that every MS product is a gold. I don't think so!

yooyo
 
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