: Apple avoids the GPL, but so do all the large incumbents (though of course, like literally everyone, Apple is now fairly on-board with MIT/BSD licenses) - I do note that the KHTML-derived WebKit retains its GPL licensing, is a single, huge, exception, but I also note that Apple, internally, heavily firewalls-off their WebKit devs from anything else. Unrelated-but-related: is any of Wine or Codeweavers' code under GPLv3? If so, that's might be the undoing of Apple's locked-down bootloaders: supposing that iOS, iPadOS or visionOS/xrOS includes DX12 compat via GPLv3-derived code: would Apple be legally obligated to explicitly allow users to install their own firmware contrary to their user-hostile, regressive, and (imo) indefensible policies so far? after acquisition Codeweavers would necessarily die along with their mission (beyond Apple's own self-serving uses) which might be a bigger disservice to everyone involved, especially the community. I suppose Apple could do the decent thing and offer to acqui-hire Codeweavers et al., but that's more akin to a heavenly afterlife for Codeweavers' people (i.e. I do feel a pang of smugness seeing the (post-iPhone) Apple having to stop pretending that copyleft doesn't exist but also seeing them acknowledging that ecosystems other than their own do actually exist, but ultimately favourable smirks are in no way any kind of compensation to the unpaid effort put in by many of Wine-and-co's devs. I honestly don't know how to feel about this. > The real champion isn't even Apple here, it's Codeweavers for keeping Wine fresh on MacOS and Valve for pushing gaming on UNIX-likes to it's logical conclusionĪssuming this thing takes-off and suddenly the RGB LED-illuminated crowd switch to Apple hardware and macOS, then it's a very depressing thought because it means Apple will veritably make hundreds of millions (billions?) of dollars off Codeweaver's (and their extended community)'s work - and they'll get-away with it because their revenue can be classed as hardware sales, and not software licensing. Viewing Vulkan as a kinda low level HAL helps explain a lot of the verbosity.Īnyways, long story short, I absolutely love working with Vulkan and after having been Vulkan programmer since basically day 1 of its existence, you can take it from my cold dead hands. Part of the verbosity also comes from the fact that Vulkan scales from small embedded SoCs to big gaming GPUs and everything inbetween, so the API has to cover a lot of potential hardware quirks. It works extremely well and Khronos deeply cares about Vulkan and continuously improves it. But who cares? Vulkan was meant to write your engine in, not something you call directly from client game code. With Vulkan, it's spelled out for me in the specification. I've done some DirectX and Metal work too, and while they are definitely less verbose, I find them much harder to use because I have to rely on my intuition and prior experience for how things interact with each other. It's an amazing and excellent API with an absolutely crazy good documentation. I'm a graphics programmer and basically write Vulkan code full time. (It's also worth remembering that every iOS Developer builds for Metal, so it isn't like there isn't knowledge out there about how to use it - it's just among mobile game developers instead of the AAA developers). Almost everyone who has actually used Metal has commented on how it is much, much easier to hit the ground running than Vulkan, because Vulkan requires mountains of boilerplate. WebCL? Well, that was a JavaScript system for OpenCL, and that was as bad of an idea as it sounds.Īnd of course, most recent example: Vulkan. WebGL? The W3C is working on replacing it with the (far superior) WebGPU. OpenXR? Well, at least Oculus is actually using it. OpenVG was a standard for accelerating 2D Graphics that was a little too late to matter. OpenCL hasn't exactly set the world on fire compared to CUDA. There have been (though don't quote me on this) stories about how everything Khronos standardizes reeks of design-by-committee, to the detriment of the final standard.Īn obvious example would be OpenGL, which nobody has called a well-designed API.īut there's other misfires as well.
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