![]() One choice that is rarely mentioned but might be worth looking into is Clyde (seems more like a collection of useful libraries rather than a full blown engine). OpenGL ES 3.0 should be the absolute minimum supported for new engine development right now and experiments with OpenGL 4.x should occur on mobile and if you are on the desktop only ignore anything that isn’t the latest GL 4.x point releases. What I think would really benefit the larger Java game dev community is as many folks as possible getting their hands some of the leading tech today (Right at this moment on Android that is the Tegra Shield Tabby, desktop there are various high end GPUs to pick) and start building new engines that may not be compatible with the wider ecosystem. I never have gotten around to checking it out though so, I’m not sure about game play. ![]() The first example that pops to mind in regard to picking a specific visual style and procedural content is Love: From an indie perspective one could consider procedural content generation and have great gameplay. The only real shortcut is picking a specific visual style and focus on gameplay… Start your hands-on training in AI for Game Development with. Get Started With Hands-On Training The NVIDIA Deep Learning Institute (DLI) offers hands-on training for developers, data scientists, and researchers in AI and accelerated computing. In fact the first demo I’m going to port to Java is this one:įor other modern GL demos check out all of them: Particle engines will all be compute based. Though I’ll have to think about how the majority of the engine work must remain compatible with GLES 3.0 right now.Ĭompute shaders and OpenCL is very important. I’ll be able get started with them on the K1 though since it supports OpenGL 4.x too. I really wished that the first Android Extension Pack covered AZDO extensions. I’d figure out the limitations of MultiDrawIndirect. There are many aspects there that support texture streaming / binding concerns. ![]() This means though supporting OpenGL ES 3.0 and the GL threading API and while one is at it all the other goodness 3.0 brings. If Android is a target and it should be this means sticking to OpenGL ES for the time being though that could be different a couple years from now and things may properly converge to just OpenGL across all mobile SoC/GPU vendors. I am bit sad though that the Disruptor doesn’t work on Android due to its reliance on. From a Java perspective I personally would really like to start using the Disruptor on the CPU side of things which would handle anything routing between the disk and the network to threads streaming through to GL. This means supporting multi-threaded GL and CPU side architecture. Technologically speaking especially for outdoor and streaming data parallelism is crucial. One could still support some level of streaming & dynamically loading BSP and other data for expansive indoors environments. For indoors / non-destructive you simply can’t do better than portal/bsp/pvs to my knowledge. I’d say there are many dimensions to this and I’ll answer from the perspective of what I’d build…įor outdoor environments I’d focus on octree partitioning with an emphasis on texture / geometry streaming and further tessellation for enhanced detail. INFO: Child (Plane.I was wondering what the current thinking is on 3D engines’ design might be these days. INFO: Child (Plane.005-geom-1) attached to this node (Plane.005-ogremesh) WARNING: Material leaf mat/TWOSIDE not found. WARNING: Cannot locate ogre13/ for model ogre13/ġ2:28:14 PM .ogre.MeshLoader applyMaterial WARNING: Unsupported pass directive: depth_writeġ2:28:14 PM .ogre.MeshLoader load WARNING: Unsupported pass directive: emissive ![]() INFO: Loaded material definition: Default GUIġ2:28:14 PM .ogre.MaterialLoader readPassStatement INFO: Loaded material definition: Post Shadow INFO: Loaded material definition: Pre Shadow INFO: Child (Sky) attached to this node (Root Node)ġ2:28:14 PM I get this log + high CPU usage, and the program cant start -> no screen shootġ2:10:23 PM Material parameter being set: Textureġ2:28:14 PM attachChild Version1 : I deleted everything except the tree in left and I merged it with Ctrl J -> Cylinder Second time I exported only the above thing. First time only the left tree (and I merged them -> Cylinder) ![]()
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