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
@lritter the other reason ES2 appeals to me at this time is its simplicity keeps me focused on the goal. if i can't think of a way to do an effect with the simple capabilities it provides, that effect gets cut.

@aeva it's why i fell in love with GL in the first place. but my pipelines got pretty complex since then (streaming a voxel world is chonk). and any lingering state or a lack of control over scheduling only drives me up the walls anymore.

this is definitely more work. which is why i write compilers. they allow me to amp up the complexity without going mad over writing pipeline boilerplate. eventually.

@lritter i mean that's kind of my point right, these things take time, and that's a lot for one person to do. if you had taken the desire to abandon conventional tools due to the growing complexity of the project as a sign to dramatically cut scope it's possible that you would have shipped several games by now. of course, quantity is often not a virtue.
@lritter also i don't really want to argue for a point of view that makes me sad, but the gpu price inflation thing has been going strong for at least 10 years now, and only seems to be getting worse.