SubiyaCryolite said:
Hello World in 3D programming starts with a triangle or basic quad. Games however aren't made of that alone. You have to port over your meshes, textures, shaders and matrices. You have to determine optimum resolutions and estimate the upper limit of what you can do instancing and particle wise etc. Trying to do that without proper documentation on a proprietary graphics API must be nightmare. Its more or less shooting in the dark, and those compilation times wont help during that iterative process. Its much worse on a custom engine versus Unity or UE3. Try doing a hello world with a basic mesh in OpenGL 3 without proper documentation and let's see how well that goes for you. Do the same for a 2D game using something like SDL and sprites tell me which is a better benchmark for ease of use and difficulty. |
OpenGL to a season veteran on any current system is possible to do hello world. I had to do project a couple of weeks ago were we had do a basic number game and didn't require any of system power to complete. I agree that if images and other stuff like physics get involved it can be problem. But them saying getting "hello world" is a simple prompt and if the developments kits are available it shouldn't be a problem. If it starts up it literally should work unless defective.
I should point out some developers even pointed out it was never that bad. Indy or not making simple "hello world" doesn't take tech expert. OpenGL 3 doesn't explain the "hello world" I could do that almost any system without reading any documentation. The "hello world" example is basic text with the words "hello world" and nothing else. It's a basic test to see if everything running properly on OpenGL, Visual Basic/Professional, Java, etc. Literally the only way it wouldn't work if the kit doesn't boot up to the development tool.
"Excuse me sir, I see you have a weapon. Why don't you put it down and let's settle this like gentlemen" ~ max







