OpenGL
So Apple is deprecating OpenGL & as usual acts like a Giant.
I guess eventually MacOS will be replaced with iOS & self made CPUs.
I guess eventually MacOS will be replaced with iOS & self made CPUs.
How should we react on this & what is the future of Millumin?
Comments
So it's definitly time to evolve. For good I mean. But for what ? In terms of multi-platform, Vulkan seems the solution (available on Windows, Mac and Linux), despite it's quite complex to use : fortunately, high level frameworks, such as VkHLF, are happening.
On the contrary, Metal is quite a nice API to work with. It's very well designed : I recently worked on a Metal port for Syphon, and it was very fast. Ok, it's not cross-platform, but it does the job very efficiently.
In brief : Vulkan should be embrassed by all cross-platform developpers, and other developers looking for good API to work on a specific platform can take DirectX 12 or Metal (they shouldn't be disappointed). OpenGL will still stay for years, even on macOS, but support from Khronos and other companies will decline (it already started).
For example in 2012/2013, I guess we're among the first to migrate our softwares from QTKit to AVFoundation. At first, it was daunting but the advantages were very appealing : 64-bits support, faster rendering movie pipeline, modern API, ... At the end, the transition was achieved quickly, and we've been very happy since then.
On the other side, QTKit became deprecated 5 years ago, but it still works in latest macOS High Sierra (for example Modul8 2.9). Deprecated doesn't mean dead.
# How should we react on this & what is the future of Millumin?
I really hope for a bright pixeled future