Valve: Steam’d Penguins
Posted Jul 18, 2012 21:45 UTC (Wed) by daniel
In reply to: Valve: Steam’d Penguins
Parent article: Valve: Steam’d Penguins
The problem with OpenGL is that each vendor gave their own OpenGL stack. Which means that as a game designer you are not targeting 'OpenGL API' you are programming for: Intel's OpenGL API, Nvidia's OpenGL API, ATI's OpenGL, etc etc. Each vendor had subtle differences and different bugs to work around. Not to also mention that in order to be 'cutting' edge you had to deal with all the vendor-specific proprietary extensions.
For year or two I develop exclusively on the open source Mesa + Radeon stack. Yes, it means I need to use a few extensions but big deal. It also means I run a little slower, but again big deal, the hardware is still stupidly fast. Both those issues pale next to the fact that I'm running a stack that I can count on, and that integrates well with the rest of my environment. I can say with complete confidence that this stack has become a joy to use.
Here's a sample
Notice the anisotropic filtering on the ground plane. Notice the ridiculously high triangle count. It's running at 60 FPS at high resolution on a $50 GPU. Big shoutout to everybody involved: Mesa guys, Radeon devs, Xorg, Freetype, GCC... It's not so much that these guys made this possible, as they made it pleasant.
Now I'm just waiting for MSAA to land to perfect this stack. Not every far away. Last time I booted Catalyst was more than a year ago.
to post comments)