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Nice, torille!

I also got my first and so far only kernel patch submitted years ago:

On my MacBook Pro 2010 with GeForce 320M running any OpenGL application, even glxgears, would crash because it ran out of memory. So I dug into nouveau drm code and found out that some memory related function was using wrong code path for that GPU.

It took some time to figure out how to submit a patch but it felt nice after I got it accepted.

I didn't even know about those patch sanity-checking scripts back then, they look useful for potential future patches!


His successor was Mauno Koivisto.


If you initialize it like this you get a warning:

x = { size };


Yup, I doubt he has experience working in the games industry. Many engines support multiple graphics APIs and there's often only 1-2 employees implementing/maintaining them so speaking about vendor lock-in is not a strong argument.


How is that a counter argument to anything? The need to support multiple APIs is not free. It's a tax on everything else.


You're right that it's not free. But compared to the whole game engine codebase size the renderer backend is usually not big.


It is a waste of time that could be avoided. And exists only becasue of insistence on lock-in by the likes of Apple.


Supporting both Vulkan and Metal in a game engine is not a huge task. I work in the games industry, my job is to implement and maintain graphics backends to a renderer engine, so I can speak from experience.


Huge or not, duplication of effort is a tax. And no, it's not trivial as you claim. Especially when some engine wasn't designed from the ground up to address these differences.


Aether3D Game Engine (Linux/Windows/mac/iOS, Vulkan/D3D12/Metal)

https://github.com/bioglaze/aether3d

Some people like making games, I like making game engines. I don't have a specific goal/target in mind while making it. I've written several game engines since the nineties, and this is my most recent version.

I have abandoned many of my older engines at some point to develop a new one, but with this engine I'll try to keep developing it a lot further before making a new engine.


It was called like that also in Finland in the 80s/early 90s.


I worked on my side project, a cross-platform game engine: https://github.com/bioglaze/aether3d

In 2017 I mostly worked on the engine's Vulkan and D3D12 support. In 2018 I plan to add Android support and physically-based rendering.

I sometimes also blog about the development: https://bioglaze.blogspot.fi/


Quantum Break is a modern Xbox One & PC game and uses D in some subsystems.


No. Mantle, on which Vulkan is based on, was AMD only. AMD gave it to Khronos and it evolved into Vulkan.


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