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We initially used the sdl2 crate but it depends on a bunch of crates we won't be using (like rand, which is used in audio code), which slows down compilation (especially after a cargo clean) so we ditched it in favor a very thin custom wrapper over sdl2-sys.
Turns out OpenGL and Vulkan sometimes behave weirdly on Windows machines (some OpenGL drivers use a huge amount of CPU power and create unexpected sync points; I also ran into this very weird driver crash while testing our Vulkan-powered version of Outer Wonders which is scary), so we implemented Direct3D 11 support using the winapi crate, which was much of a relief (D3D11 is an ideal rendering API when it comes to supporting Windows because it allows you target hardware with Windows versions going as far back as Vista, and from my experience, Direct3D drivers have a more consistent and reliable behavior). We didn't have to bring significant changes to our abstraction layer to add Direct3D 11 support.
Thank you! We used sdl2-sys to ensure our target executable would compile fast and remain lightweight (the sdl2 crate pulls in unwanted dependencies like rand which slows down compile times especially after cargo cleans).
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