Hacker News new | past | comments | ask | show | jobs | submit login

Most DIYs and commercial indies (and companies like Blizzard, Capcom, Namco, Square Enix, Rare, etc... for that matter) are using third party engines that handle the rendering for them. OpenGL will continue to be relevant as long as it's the API of choice for at least some subset of use cases in those engines. I would be very surprised to see any game company that uses cutting edge graphics to sell its games or the hardware they run on (Rockstar, Guerilla, etc) use it for a new project

Doing raw OpenGL as an indie instead of using an engine these days is unusual and likely to be ill-advised unless a big part of the point of the project is to learn more about low-level graphics programming, in which case you're not so much making games as studying programming through gamedev. It's like writing your own UI framework for your web app instead of using React / Angular / Vue. It's true that there are use cases that existing game engines don't cover perfectly, but the cost/benefit ratio just isn't gonna be there for a custom solution for most projects




Guidelines | FAQ | Lists | API | Security | Legal | Apply to YC | Contact

Search: