According to Khronos, OpenGL is still the API to go when one doesn't want to deal with Vulkan boilerplate.
Middleware is the common API.
Taking advantage of raw performance from hardware, exposed with SDK tooling that Khronos has never offered.
Basic stuff like math, loading textures, material description formats,...
Instead every newbie has to go through the challenge of creating their own little engine.
My advocacy is based on real experience, having been IGDA member, attending a couple GDCE and Design School meetups, having had the opportunity to visit a couple of well known AAA studios.
So I have enough hours talking with such devs to know what they care about.
Being religious about 3D APIs is usually not on their agendas, rather getting customers, turning game ideas into IP that they can explore across various commercial channels, consulting opportunities porting game engines, how to take advantage of "whales" and such stuff.
Middleware is the common API.
Taking advantage of raw performance from hardware, exposed with SDK tooling that Khronos has never offered.
Basic stuff like math, loading textures, material description formats,...
Instead every newbie has to go through the challenge of creating their own little engine.
My advocacy is based on real experience, having been IGDA member, attending a couple GDCE and Design School meetups, having had the opportunity to visit a couple of well known AAA studios.
So I have enough hours talking with such devs to know what they care about.
Being religious about 3D APIs is usually not on their agendas, rather getting customers, turning game ideas into IP that they can explore across various commercial channels, consulting opportunities porting game engines, how to take advantage of "whales" and such stuff.