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@siracusa@atpfm QuickDraw 3D was contemporaneous with the Game Sprockets APIs but it wasn’t actually a game API. It was a retained-mode scene graph API like SGI Inventor, NeXT 3DKit, or SceneKit. It sat atop a low level immediate-mode API like OpenGL called RAVE that supported hardware acceleration, and that was what games targeted.

We got MechWarrior 2 working really well on RAVE, which was sad because that version was only available as a pack-in with some 3D accelerators (but worked on all).


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