> Generally, I feel OpenGL is the recommended route if you don't really aim for advanced rendering techniques.
Unfortunately, Apple is holding every OpenGL app and dev hostage. It's officially deprecated by Apple. So OpenGL is not a viable cross-platform solution moving forward. Eventually, it will be completely removed from macOS, at which point it will just be an OpenGL to Metal converter that everyone uses, just like Vulkan with MoltenVK. So I feel it's better to use something like WebGPU moving forward that directly takes the stance that each OS will implement its own (perhaps multiple) backends. Unfortunately, it doesn't have the tutorials and learning material that OpenGL does. (This is from an inexperienced 3D person that's been looking into this a lot.)
Unfortunately, Apple is holding every OpenGL app and dev hostage. It's officially deprecated by Apple. So OpenGL is not a viable cross-platform solution moving forward. Eventually, it will be completely removed from macOS, at which point it will just be an OpenGL to Metal converter that everyone uses, just like Vulkan with MoltenVK. So I feel it's better to use something like WebGPU moving forward that directly takes the stance that each OS will implement its own (perhaps multiple) backends. Unfortunately, it doesn't have the tutorials and learning material that OpenGL does. (This is from an inexperienced 3D person that's been looking into this a lot.)