OpenGL or Direct3D-engine?
Blitz3D Forums/Blitz3D Userlibs/OpenGL or Direct3D-engine?
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Hi all! I just want to know, what do you people mostly want? An engine based on OpenGL 2.0, with shaders in GLSL, vendor-specific functions etc. and crossplatform or An engine based on Direct3D9 and 10, with HLSL shaders, very compatible with most hardware, ... Please give some feedback, and maybe a good reason why you want that specific renderer. :) |
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An engine based on Direct3D9 and 10, with HLSL shaders, very compatible with most hardware, ... |
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OGL,GLSL, and of course multiplatform..by the way, how is your engine moving?? Any demo(you announced one but nothing stillll)...I hope this question is not related for your development, and if so, it means its not at stage I thought it was regarding your previous posts... |
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I have worked on the terrain part for about 2 months, and i am still stuck .. I can't get it to work, but i am still fighting ;) When that part is finished, i just need to clear out some small things, then it is ready to be tested ;) |
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"engine based on Direct3D9 and 10, with HLSL shaders, very compatible with most hardware, ..." Forget terrain, meshes can be used (at least to some extent). :) |
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yes i know .. but big terrains with lot of detail adds some very realistic views for a game :) |
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Only for a small number of games. How many games do you play that have terrains? I don't think I've ever played one. |
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Crysis, World of Warcraft, Battlefield, GTA 4 and SA, etc. Many popular games has got terrains ;) |
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GTA4 has terrains? Are you sure? I'm sure Crysis has terrains, but how many of those listed above actually create them dynamically, and aren't modelled in a 3D modelling app? |
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Yes, but i am not sure if they are dynamic created :-) But okay, would it be okay with you, that the terrain feature will be an upcoming feature, after the beta? Because then i'll try to finish all the other parts :) |
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Yes, you may carry on. :) |
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Now PSSM soft shadows are done ;-) I've posted a screenshot in the gallery. The whole lighting and shadow mapping are done in a deferred shader (post process), so the number of lights is unlimited, only your framerate makes the limit (each light makes a postprocess pass). |
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i cant see anything in gallery..link? |
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The maintainers haven't updated the gallery yet :) |
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Now the screenshot can be seen.. It is the one with the car and the boxes ;-) |