Replies: 38 comments 5 replies
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see here: |
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Thanks , ok so i saw some half baked and some expiriments , |
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It's @halx99 he is the leader of this repo |
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I don't know if you know already but there is a meh translation layer called |
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its not optimized , its like you said translation layer , im talking to more direct approach |
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yeah I get what you mean.. it sucks tbh because it uses an opengl es mobile backend which is counter-intuitive for performance, also shaders don't work right away and sometimes it crashes on my GPU for no reason and performance is not that great at all and spending time to learn the directx api just for windows is not a great time investment, bgfx is a great solution |
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This one doesn't have a directX support https://github.com/google/filament and these two rendering repos seem to focus on 3D and Physically based rendering which this engine isn't intended for unless you guys want it to be a 2D/3D engine combo ;) but this https://github.com/bkaradzic/bgfx seems like it wraps OpenGL, DirectX, Vulkan and Metal which is what we are looking for, with a bonus of 3D shaders like deferred lighting and basic shadows, toon shading and whatnot, also I used this library before and the API seems to be robust I think deferred lighting is cool! just look at how many lights you can throw in a scene without pigging the GPU |
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I think also BGFX is the right one. |
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The problem is that this implemention to be production ready on all combos(pc/mobile/web/mac/linux) is a lot of work . |
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@meiry |
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@halx99 |
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no sorry , not troll at all , i just wanted to know the state of this project ,i got tthe general idea . |
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@meiry |
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@halx99 |
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@meiry who said it's gonna be abandoned? the implementation is great because it wraps all the rendering APIs in simple commands, and it shouldn't be hard to implement, also this project is not a toy project and it's a professional production-ready project just like the tool to be implemented. |
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i do not underestimate at all just asking questions |
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Should be close. |
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or we can implement Vulkan only and then translate it using ANGLE for Xbox. I think that's a solution. |
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@DelinWorks, |
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Do you mean milestones? |
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|
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so what in there? |
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ohh you mean the |
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This should be closed, because it's not an issue or a problem with the engine, it's more of a discussion, should be moved to the Discussions section of this project. |
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Thank you |
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https://github.com/DiligentGraphics/DiligentEngine seems more powerfull, it provide commom graphics APIs to access driver APIs(DirectX, OpenGL, Vulkan, Metal, GLES) directly. |
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Maybe we can rewrite axmol's renderer in Only drawback is that UWP/XBOX apps don't support Vulkan and need a translation layer from vulkan to d3d11 which I don't think that exists. |
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I've looked into vulkan and made a working triangle rendering sample and I partially know how the api works.. except for vertex/index buffers and staging buffers and descriptor pools/sets and texture mapping which are quite extensive topics, they might take some time, (Here's a good read to learn vulkan quickly if you're interested) I might try getting a working test case using vulkan with glfw to render sprites in axmol and then I'll move to piplines, renderpass, and command buffer implementations into the engine, that way we can have a more efficient and well-supported api for rendering and we can branch out to sophisticated 3D rendering and instancing. (for Apple products as mentioned above MoltenVK is an excellent translation layer maintained by khronos group themselves, the ones that made vulkan, and for XBOX we can fallback to OpenGL support with ANGLE translation to d3d11) you can choose which API to use before creating a GLView and it will select between opengl and vulkan to support backwards compatibility. |
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Some work with bgfx was made here: |
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https://github.com/facebook/igl Seems like a good graphics api |
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Hey
Any planes to Implement directx for windows ?
Or replace the render layer with something like bgfx ? and maybe the windowing with SDL2
Now that its only on a voluntary basis you will have hard time to maintain diffrente parts of the engine
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