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Viewing 15 posts - 16 through 30 (of 130 total)
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  • in reply to: Future development #776
    Akira_San
    Participant

    Sure thing. 🙂

    in reply to: Future development #774
    Akira_San
    Participant

    I was thinking why not use some render library like bgfx bgfx – Cross-platform rendering library
    Diverting some maintenance of the render could save you work and you could focus on different tasks.
    Here some quotes from author:

    “bgfx is made to be portable without sacrificing performance. For example, if you made game with bgfx for mobile (using GLES2 backend) and used ETC2 textures for you content, and you want to port your game to desktop and use DX11, you don’t need to change anything about those textures, because bgfx internally handles them properly. So even DX11 doesn’t support ETC2 textures, it will display them correctly. That allows you to do port as quickly as possible, and then deal with content if that’s necessary. It works the same in other direction too. For example you compress something with DXT5 and mobile GPU doesn’t support it, texture will be uncompressed and used that way.
    bgfx uses single shader source which is written in GLSL style syntax, and then it gets translated to ESSL, HLSL, GLSL, etc.”

    “Major differences between other rendering engines is that bgfx is not trying to be engine, but rather just rendering library (bring your own engine). It doesn’t do lighting, it doesn’t do shadows, object culling, loading assets, or any of higher level concepts.”

    “It’s on higher level than GLES, GL, DX, but on lower level than Ogre.”

    “-Rendering can be run in a thread, all of it:
    Yup, that’s exactly how bgfx works, it has API thread, and rendering thread, or all can be single-threaded on platforms that don’t support it. And it’s all implemented inside library so running multi-threaded or single-threaded is completely invisible to user of library.”

    “bgfx philosophy is to be graphics API agnostic. So if someone wants DX9 for any reason, like shipping games on XP in 2015, they can do that.”

    “But other than that, if it lacks any extension you’re using in GLES2, or you need some feature to support your feature set, just let me know and I’ll add support for it.”

    “Another feature of bgfx is that it’s not just sending things in order you submit, but rather it sorts primitives before rendering. This allows engine to go thru scene only once and submit rendering for all passes at once (f.e. no separate shadow, and rendering pass, just submit both passes at the same place). There is no need to go thru scene multiple times for multiple passes, which lowers amount of data that needs to be loaded from RAM to cache when processing scene, and in most of cases also makes scene code simpler.”

    “bgfx shader language is closest to GLSL, and it uses subset compatible with HLSL. If you seen SteamDevDays talk from Valve about their cross platform shader solution, bgfx’s shader language is very similar, they just use ANTLR parser to enforce correctness, bgfx uses some preprocessor magic stuff. Which is not as robust as Valve’s solution, but bgfx supports lower end shaders than Valve, and making shader language more robust in bgfx is ongoing effort.”

    in reply to: Future development #773
    Akira_San
    Participant

    I like the idea. This script is it gonna be auto generated in the material editor or you write it?
    “”All UV maps need to be created in Blender and it will remain this way.””
    Just like with other game engine, thats natural.

    I forgot to say, about the script, that it can export more than the maratis, but have not tested it.

    in reply to: Future development #770
    Akira_San
    Participant

    The Godot engine dev have made a script Better Collada Exporter for Blender
    You could get ideas from blender for the material editor.

    • This reply was modified 9 years ago by Akira_San.
    in reply to: Future development #768
    Akira_San
    Participant

    I think, having a material editor, is really what Neo needs. Instead of exporting from the blender the user should build the material and add the textures in the editor.

    in reply to: Top Game Engines are now Free #767
    Akira_San
    Participant

    Good point! I still would like to see NeoEngine ready for a production stage. If Neo would compete with some engine, that would be the BGE, since some features are better implemented and its much more clean.

    in reply to: Off-Topic! #744
    Akira_San
    Participant

    Looks like IrfanView did the job.

    in reply to: Off-Topic! #743
    Akira_San
    Participant

    Anyone knows some good tools for joining multiple images?

    in reply to: Editor UI changes #730
    Akira_San
    Participant

    Really nice questions, but hard to answer.

    in reply to: Questions #729
    Akira_San
    Participant

    Right. What about having a 2d Spot light too. Good for dark horror games.

    in reply to: Questions #726
    Akira_San
    Participant

    In Neo Gui -> Render.cpp, is the shader hardcoded? Am just asking, cos it looks like loading only one image. And adding normal and spec texture too can have a nice of a look effect. Just like in this vid. -> https://www.youtube.com/watch?v=Xmn6zhDJGLE

    in reply to: Questions #711
    Akira_San
    Participant

    “The thing is,will it work okay on phones?”

    I dont know, but it does support android and Emscripten.

    in reply to: Questions #707
    Akira_San
    Participant

    The renderer needs some work and optimizations, maybe we should even create a completely new one from scratch to deliver deferred shading.

    Another big pile of work is Android support as well as Emscripten support.

    When it comes to the renderer, how about the BGfx render lib -> https://github.com/bkaradzic/bgfx
    Here some notes from the author what the render lib supports link-> http://www.godotengine.org/forum/viewtopic.php?f=9&t=43&start=10#p352

    in reply to: Editor UI changes #688
    Akira_San
    Participant

    I like those ideas. Even being able to rearrange the view layout.

    in reply to: Questions #674
    Akira_San
    Participant

    Cool, 2d collisions.

Viewing 15 posts - 16 through 30 (of 130 total)