You want to make good looking retro games for Linux, but OpenGL drivers rarely follow standards and are often full of bugs. After testing on many devices, you end up avoiding most of the modern features and your code is still an overly complex mess that breaks without constant maintenance. You looked at Vulkan and found it even more complex with exceptions hard-coded for every known model of graphics cards just to make a cube rotate. You tried the abstractions, which only made fixing the bugs more difficult. You are now paranoid about which dynamic dependency will break next. Most …
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