opengl is for people who want to finish projects and vulkan is for people who are just looking for something to help their ecs framework stand out a little more

@aeva to be entirely fair, after finishing (1 week to release! basically done!) a project with opengles3.0 just now, I can see why people would want to use vulkan instead, but likely that's just because I have not used vulkan enough

wait actually. more like i can see why people would want to use webgpu instead. where does webgpu fall in this spectrum

@halcy falls into the "weird rust thing i don't care about" bin
@aeva wait, it's.... usable from C++ or really wherever, isn't it. i thought it was, at least. the main reason I'm curious about it at all is that SDL3 added support for creating contexts for it and that's very not rust unless something changed while I wasn't looking
@halcy @aeva trying to get dawn to build is harder than writing the renderer.

@radgeRayden well, I am mostly interested in running shit in the browser via emscripten -> sdl3 for context -> render a bunch of stuff

in which case I think something like dawn, is not needed?

@halcy yeah if you want web it should be easier. Though the support situation is not good yet - for example I don't think any of the browsers shipped linux support.

@radgeRayden oof

yeah I guess the initial decision for opengl over webgpu was motivated a lot by familiarity with the API, but also by "wouldn't it be nice if people could actually run this", and I haven't really checked whether this has changed

@halcy I'm the guy in the picture (I'm writing vulkan code) and I think if I actually ship something it might be necessary to write an opengl fallback, yeah. In my case the choice of the less backwards compatible API is wanting to use some cool new things.