Oct 14, 2017

Here's a huge archive of them. I shipped it to PrintMe1 and had it spiral bound for reading.

http://fd.fabiensanglard.net/doom3/pdfs/johnc-interviews.pdf

Jul 12, 2017

Professional game developers have a different opinion regarding graphics APIs, even those that have been strong OpenGL apologists in the past:

"John Carmack: Its still OpenGL, although we obviously use a D3D-ish API [on the Xbox 360], and CG on the PS3. Its interesting how little of the technology cares what API you're using and what generation of the technology you're on. You've got a small handful of files that care about what API they're on, and millions of lines of code that are agnostic to the platform that they're on."

http://fd.fabiensanglard.net/doom3/pdfs/johnc-interviews.pdf

AAA studios already adopted Metal on their engines, Vulkan only matters on GNU/Linux among those having supported graphics cards.

On Android, it is only available as optional graphics API in 10% of devices available worldwide.

On Windows, it is only supported on legacy Win32, it isn't and it won't be supported on UWP.

On Nintendo Switch, there is the option to use the more lower level API NVN instead.

So laugh at will, lets see which APIs game studios care about.

Jul 08, 2017

This is what Carmack has to say on the subject of graphics APIs.

"John Carmack: Its still OpenGL, although we obviously use a D3D-ish API [on the Xbox 360], and CG on the PS3. Its interesting how little of the technology cares what API you're using and what generation of the technology you're on. You've got a small handful of files that care about what API they're on, and millions of lines of code that are agnostic to the platform that they're on."

http://fd.fabiensanglard.net/doom3/pdfs/johnc-interviews.pdf