Haijo7 on Nostr: The way you do things like reading input and rendering an image differ per platform. ...
The way you do things like reading input and rendering an image differ per platform.
For example, on windows you have directx, on mac there is something called metal iirc.
While direct x itself is proprietary, information about its API is publicly available. Otherwise developers wouldn't be able to tell direct x what it needs to do.
But on game consoles this is different, companies like nintendo and sony make their own systems for this and don't want to share how the API works publicly. So you can't publicly release code that references their API in any way.
Many devs don't use things like direct x and opengl directly, but instead use abstraction libraries like SDL. So instead of needing to write code for each system individually, you only need to write code that tells SDL what you want, then SDL will tell this to direct x or opengl or whatever system a game console uses, depending on the platform.
There is a version of SDL for the nintendo switch for example. But because it references a proprietary nintendo API, the author is not legally allowed to share this version with other developers until they have signed an agreement with nintendo
CC: Aral Balkan (npub1nk5…mz64)
For example, on windows you have directx, on mac there is something called metal iirc.
While direct x itself is proprietary, information about its API is publicly available. Otherwise developers wouldn't be able to tell direct x what it needs to do.
But on game consoles this is different, companies like nintendo and sony make their own systems for this and don't want to share how the API works publicly. So you can't publicly release code that references their API in any way.
Many devs don't use things like direct x and opengl directly, but instead use abstraction libraries like SDL. So instead of needing to write code for each system individually, you only need to write code that tells SDL what you want, then SDL will tell this to direct x or opengl or whatever system a game console uses, depending on the platform.
There is a version of SDL for the nintendo switch for example. But because it references a proprietary nintendo API, the author is not legally allowed to share this version with other developers until they have signed an agreement with nintendo
CC: Aral Balkan (npub1nk5…mz64)