Sabrewings
Golden Member
- Jun 27, 2015
- 1,942
- 36
- 51
You probably have not programmed enough.
Mantle error handling is the same error handling used in tons of Win32 API, from Direct3D 11 to WioAPI (windows.h).
HRESULT, aka returning an integer for error handling, is a very common low-level error-handling technique. Moreover it was obvious that MS were going to remove a lot of runtime checks. Who wrote that page just made a bad homework, causing an embarrassing result.
At this point it's like wasting your breath. Apparently one page of documentation that was put together in haste is indicative of an entire code base.
On one hand, we have a lot of game devs who make game engines for a living, some of whom are very renown, say Metal, Vulkan and DX12 are similar/deja-vu/variants of Mantle... on the other, a bunch of forum warriors who disregard the evidence and continue to spread fud...
When there is evidence, like actual code, that goes beyond circumstantial, then you would have a leg to stand on here.
One would certainly hope so, else these individuals who think DX12 and Mantle are not similar display a certain lack of logic or just blinded by faith.
As I have said many times, they are similar. Probably as similar as Linux is to Windows from a SDK point of view. However, this nonsense that "DX12 is based off Mantle" as if some code copy and pasting has gone on is pure conjecture to spin a side.
Not sure why you guys bother. Until you're a software engineer responsible for making major game engines, please don't talk against those guys, its disrespectful.
And you shouldn't put words in their mouth. They have all said it's "deja vu" and "similar". I have not seen one developer say DX12 will favor GCN or that DX12 uses Mantle's code.
