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 i just use SDL_gpu and Slang now. couldn't be happier.

well i could but not in a control flow based environment

@lritter SLD3 GPU fills an important niche and i respect it. the main reasons i am not myself using it for either of my current projects is because it's not backwards compatible with enough hardware, and i can't make browser games with it. ES2 provides a very simple API and also me to support the widest variety of hardware. being a dead API like win32 also means if i write code against it, it'll work forever.

@aeva good points. maybe we'll get that ES2 support into SDL3 eventually.

what is the reason for this conservative approach? the widest support?

@lritter you know that thing where you can't really buy a new gpu, ram, or ssd these days without paying out the nose
@aeva i see. i'm very long term oriented and i try to code for the world i want. because if the present is any indicator for the foreseeable future, then my existence makes no sense - for this eventuality, i don't need to prepare much.
@lritter vulkan is perfect for "long term oriented" people
@aeva @lritter Incidentally, I'd argue that WebGPU is a better "long term oriented" target than Vulkan, because it's the common subset of Vulkan/Metal/DX12— unless someone specifically wants to support Android, they're unincentivized to bother making sure they can support the entire Vulkan feature set, but there is strong market logic for supporting at least the entirety of WebGPU, and strong disincentive for Apple or anyone like them to allow WebGPU to break in future.
@mcc @aeva hence i'm on SDL_gpu, which will simply support the winner hehe