Well, that alternative “Linux” OS might not be that important for gaming in the near future. However, Apple just started to get onto the same track MS did 1995, that they want their OS to become important for gaming. I am not a Mac user, mostly because Macs are no gaming machines today, but i do hope, that their strategy is successful, because OpenGL is THE one and only 3D API for Macs and it would become very important for game developers then. Who would want to use D3D, if one can develop with OpenGL for EVERY platform, except the 360 (and maybe the Wii, i don’t know) ?
In my opinion OpenGL does have the potential to become very strong again, if Apple is successful in bringing mainstream gaming to the Mac. However, for that to happen, we need an API which is designed with hardware in mind that we have today and possibly in the next 5 to 10 years. In this market, that is one of the fastest growing one, it is a pain to work with an API that was designed 15 years ago. And it is getting worse with every new hardware generation.
Longs Peak does not even force you to do the API switch in one go. You can just create a new context, and start using it, while still using your old code, so you can slowly adapt to it.
In the end it will be EASIER, to learn and use Longs Peak efficiently, than it is today to learn OpenGL. Lets face it, OpenGL is a mess. Granted, you can still get started with it in few hours, but MASTERING it is more like black magic, because there are so many ways to do things, so many unknown and unintuitive pitfalls.
With Longs Peak there will hopefully be only few ways to do things and those will be the “right” ways. For starters it will be more difficult, when you only look at Longs Peak, because stuff like immediate mode and display lists will be gone. But the idea is to build an “ecosystem” around OpenGL, that will provide such things in utility libraries. So, instead of glBegin/glEnd you might be writing gluBegin/gluEnd with Longs Peak and the utility library will encapsulate all that stuff for you, so that you can get started as fast as today.
I don’t doubt, that within half a year after Longs Peak is out, we will have libraries like glu, glut, glew and SDL for it, that will make everyone’s lives very easy. And i am pretty sure, that 90% of todays OpenGL programmers will happily adapt to it, because of easier use, less maintenance, less extensions to work with and, very important, better and faster drivers.
And i don’t doubt, that the ARB will not disappoint us with the final specification.
Jan.