Forum Replies Created
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AuthorPosts
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Akira_San
ParticipantPort the Asteroids game to the new lua api for example, just an idea.
Akira_San
ParticipantThis time no crashes, probably because of my antivirus. Had to exit it, to start the editor.
Akira_San
ParticipantIve got a crash, when i pressed the stop game button link-> http://www.pasteall.org/58844
Akira_San
Participant360 total security likes to do that a lot!
Akira_San
ParticipantThe antivirus thinks 3 files are mailware…
Akira_San
ParticipantGoogle drive.
Akira_San
ParticipantOk, im gonna try to compile too, log here http://www.pasteall.org/58767
Akira_San
ParticipantI dont see any debug files only a logfile.txt. I read, that the deferred render for android opengles 2 is too slow. My tablet with mali gpu only supports opengl es 2 and the zombie game dead trigger runs smoothly with some cool shaders, but anyway. Yeah, having 2 render backend might be useful. Some place said, that the Unreal engine uses forward render to render the transparency. I found this -> http://sourceforge.net/projects/isdge/ the render looks like neo to me.
Akira_San
ParticipantThe NeoEditor.exe from the zip archive won`t start only loads and have to end task it. Os Win 7 64b.
Akira_San
ParticipantCEGUI was just an idea. So it looks like the renderer will have to be rewritten first. When it comes to android, the android opengles 2 dont support deferred render, so how will that work?
Akira_San
ParticipantYeah, i was thinking that you new about the subroutines, but had to post it for everyone. Will test the build when available. Perhaps, when it comes to the neoEditor, you could come back to the GLFW and use CEGUI -> http://cegui.org.uk
Akira_San
ParticipantMy thoughts for the material editor. The Material editor should be made user friendly. That means just like any user, he would like to press buttons and add things the easy way, not write scripts. 🙂 Ive searched the net and found some interesting info about writing shaders:
A quote from the website code4k.blogspot.Shader languages like HLSL, Cg or GLSL are nowadays driving the most powerful processors in the world, but if you are developing with them, you may have been already a little bit frustrated by one of their expressiveness limitations: the common problem of abstraction and code reuse. In order to overcome this problem, solutions so far were mostly using a glue combination of #define/#include preprocessors directives in order to generate combinations of code, permutation of shaders, so called UberShaders. Recently, this problem has been addressed, for HLSL (new in Direct3D11), by providing the concept of Dynamic Linking, and for GLSL, the concept of SubRoutines, For Direct3D11, the new mechanism has been only available for Shader Model 5.0, meaning that even if this could greatly simplified the problem of abstraction, It is unfortunately only available for Direct3D11 class graphics card, which is of course a huge limitation…
Links here->
http://code4k.blogspot.com/2011/11/advanced-hlsl-using-closures-and.html
https://github.com/SiliconStudio/paradox/tree/f5c45f5855842d0fe0942032dc08230ce9bb034d/sources/engine/SiliconStudio.Paradox.Engine/Rendering – gpl, brdf shaders
https://github.com/aerys/minko/tree/master/framework/asset/effect
https://github.com/TriumphLLC/Blend4Web/tree/master/shadersNice links shows examples for inspiration and stuff. More later about the material editor.
Akira_San
ParticipantSounds good, looking forward for the stable version of Neo. The translation can be left for later. Im more interested in how to use the new lua api. Is the lua api compiled? How ready is for production the Neo engine?
Akira_San
ParticipantThats great! Im waiting for the new version.
Akira_San
ParticipantAny plans for switching to Bullet physics 3?
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