Announcement

Collapse
No announcement yet.

The State Of XReaL, OpenWolf Game Engines

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • #11
    Originally posted by En35edina
    Both are definitly dead, no point in hoping for a revival.

    I don't plan to revive any of that two engines .
    As I posted here, I am working on something completely new and different

    Comment


    • #12
      Finally I found some free time.

      Now I have continued with developing OpenWolf, and add things what I learned while working with idTech4, Torque3D and Unreal Engine 4.

      Two more things are important and what I need to say....
      I am not supporting anymore stock ET mods, because of other changes what I made.

      I have added full support for Bullet Physics, drivable vehicles and I have added libRocket UI and with that I have merged "cgame" and "ui" modules into one common module.

      In some my older revision I also have support for "Oculus Rift" device, just "DK1" version (it is still in experimental status), I say experimental because it was pain in the ass to test and I don't have any way of testing that on the new device and with updated SDK ....

      All other old features of my OpenWolf are "supported", but now after few years I doubt in many of them and I think that many of them are not needed.

      P.S. I have all videos and photos if needed proof

      So far I have used new GFX api and created new renderer layer.
      With that API I can use DirectX9, DirectX11 and DirectX12 (WIP) on Windows and OpenGL 2.1, OpenGL 3.1+ on Unix platforms without any problems.

      I was using BGFX API, this is part of console log.

      I have also added possibility that engine check capabilities of your GPU and to set best renderer himself.

      Watch closely on log
      you will see there
      BGFX Running in multi-threaded mode
      BGFX WARN Direct3D12 device feature level 11.1.
      BGFX D3D12 GPU Architecture (num nodes: 1):
      Renderer backend: Direct3D 12.0
      OpenWolf 0.31 win_msvc-x86-debug Aug 26 2015
      Have SSE support
      ----- FS_Startup -----
      Current search path:
      d:\My Projects\idTech3\OpenWolf\main
      'openwolf.exe' (Win32): Loaded 'C:\Windows\SysWOW64\cryptsp.dll'. Cannot find or open the PDB file.
      'openwolf.exe' (Win32): Loaded 'C:\Windows\SysWOW64\bcrypt.dll'. Cannot find or open the PDB file.
      'openwolf.exe' (Win32): Loaded 'C:\Windows\SysWOW64\rsaenh.dll'. Cannot find or open the PDB file.
      'openwolf.exe' (Win32): Loaded 'C:\Windows\SysWOW64\shfolder.dll'. Cannot find or open the PDB file.
      'openwolf.exe' (Win32): Unloaded 'C:\Windows\SysWOW64\shfolder.dll'

      ----------------------
      0 files in pk3 files
      execing default.cfg
      execing owconfig.cfg
      com_zoneMegs will be changed upon restarting.
      couldn't exec autoexec.cfg
      Hunk_Clear: reset the hunk ok
      ----- Client Initialization -----
      ----- Initializing Renderer ----
      Trying to load "renderer_bgfx_x86.dll" from "d:\My Projects\idTech3\OpenWolf\build\bin_x86"...
      'openwolf.exe' (Win32): Loaded 'D:\My Projects\idTech3\OpenWolf\build\bin_x86\renderer_b gfx_x86.dll'. Symbols loaded.
      'openwolf.exe' (Win32): Loaded 'C:\Windows\SysWOW64\psapi.dll'. Cannot find or open the PDB file.
      'openwolf.exe' (Win32): Loaded 'C:\Windows\SysWOW64\msvcp140d.dll'. Cannot find or open the PDB file.
      'openwolf.exe' (Win32): Loaded 'C:\Windows\SysWOW64\D3DCompiler_47.dll'. Cannot find or open the PDB file.
      -------------------------------
      OWKEY found.
      ----- Client Initialization Complete -----
      ----- Renderer Init -----
      SDL using driver "windows"
      Initializing display
      Display aspect: 1.250
      ...setting mode 6: 1024 768
      'openwolf.exe' (Win32): Loaded 'C:\Windows\SysWOW64\uxtheme.dll'. Cannot find or open the PDB file.
      'openwolf.exe' (Win32): Loaded 'C:\PROGRA~2\Raptr\ltc_help32-99265.dll'. Cannot find or open the PDB file.
      'openwolf.exe' (Win32): Loaded 'C:\Windows\SysWOW64\wintrust.dll'. Cannot find or open the PDB file.
      'openwolf.exe' (Win32): Loaded 'C:\Windows\SysWOW64\msasn1.dll'. Cannot find or open the PDB file.
      'openwolf.exe' (Win32): Loaded 'C:\Windows\SysWOW64\crypt32.dll'. Cannot find or open the PDB file.
      'openwolf.exe' (Win32): Loaded 'C:\Windows\SysWOW64\dwmapi.dll'. Cannot find or open the PDB file.
      'openwolf.exe' (Win32): Loaded 'C:\Windows\SysWOW64\clbcatq.dll'. Cannot find or open the PDB file.
      'openwolf.exe' (Win32): Loaded 'C:\Windows\SysWOW64\dinput8.dll'. Cannot find or open the PDB file.
      'openwolf.exe' (Win32): Loaded 'C:\Windows\SysWOW64\hid.dll'. Cannot find or open the PDB file.
      'openwolf.exe' (Win32): Loaded 'C:\Windows\SysWOW64\setupapi.dll'. Cannot find or open the PDB file.
      'openwolf.exe' (Win32): Loaded 'C:\Windows\SysWOW64\XInput1_4.dll'. Cannot find or open the PDB file.
      The thread 0x1460 has exited with code 0 (0x0).
      'openwolf.exe' (Win32): Unloaded 'C:\Windows\SysWOW64\XInput1_4.dll'
      d:\my projects\idtech3\bgfx\src\bgfx.cpp (2145): BGFX Init...
      d:\my projects\idtech3\bgfx\src\bgfx.cpp (982): BGFX Creating rendering thread.
      d:\my projects\idtech3\bgfx\src\bgfx_p.h (1925): d:\my projects\idtech3\bgfx\src\bgfx.cpp (991): BGFX render thread start
      BGFX Running in multi-threaded mode
      d:\my projects\idtech3\bgfx\src\renderer_d3d12.cpp (551): BGFX Adapter #0
      d:\my projects\idtech3\bgfx\src\renderer_d3d12.cpp (555): BGFX Description: AMD Radeon (TM) R9 200 Series
      d:\my projects\idtech3\bgfx\src\renderer_d3d12.cpp (561): BGFX VendorId: 0x00001002, DeviceId: 0x00006811, SubSysId: 0x048d1043, Revision: 0x00000000
      d:\my projects\idtech3\bgfx\src\renderer_d3d12.cpp (566): BGFX Memory: 2125094912 (video), 901826105060925440 (system), 730533495847513636 (shared)
      d:\my projects\idtech3\bgfx\src\renderer_d3d12.cpp (551): BGFX Adapter #1
      d:\my projects\idtech3\bgfx\src\renderer_d3d12.cpp (555): BGFX Description: Microsoft Basic Render Driver
      d:\my projects\idtech3\bgfx\src\renderer_d3d12.cpp (561): BGFX VendorId: 0x00001414, DeviceId: 0x0000008c, SubSysId: 0x00000000, Revision: 0x00000000
      d:\my projects\idtech3\bgfx\src\renderer_d3d12.cpp (566): BGFX Memory: 0 (video), 901826107185752064 (system), 730533495847513636 (shared)
      'openwolf.exe' (Win32): Loaded 'C:\Windows\SysWOW64\D3D12.dll'. Cannot find or open the PDB file.
      'openwolf.exe' (Win32): Loaded 'C:\Windows\SysWOW64\msvcp110_win.dll'. Cannot find or open the PDB file.
      'openwolf.exe' (Win32): Loaded 'C:\Windows\SysWOW64\dxgi.dll'. Cannot find or open the PDB file.
      'openwolf.exe' (Win32): Loaded 'C:\Windows\SysWOW64\rmclient.dll'. Cannot find or open the PDB file.
      'openwolf.exe' (Win32): Unloaded 'C:\Windows\SysWOW64\rmclient.dll'
      'openwolf.exe' (Win32): Loaded 'C:\Windows\SysWOW64\d3d12SDKLayers.dll'. Cannot find or open the PDB file.
      'openwolf.exe' (Win32): Loaded 'C:\Windows\SysWOW64\DXGIDebug.dll'. Cannot find or open the PDB file.
      'openwolf.exe' (Win32): Loaded 'C:\Windows\SysWOW64\amdxc32.dll'. Cannot find or open the PDB file.
      'openwolf.exe' (Win32): Unloaded 'C:\Windows\SysWOW64\amdxc32.dll'
      'openwolf.exe' (Win32): Loaded 'C:\Windows\SysWOW64\amdxc32.dll'. Cannot find or open the PDB file.
      'openwolf.exe' (Win32): Unloaded 'C:\Windows\SysWOW64\amdxc32.dll'
      'openwolf.exe' (Win32): Loaded 'C:\Windows\SysWOW64\amdxc32.dll'. Cannot find or open the PDB file.
      d:\my projects\idtech3\bgfx\src\renderer_d3d12.cpp (624): BGFX WARN Direct3D12 device feature level 11.1.
      d:\my projects\idtech3\bgfx\src\renderer_d3d12.cpp (663): BGFX D3D12 GPU Architecture (num nodes: 1):
      d:\my projects\idtech3\bgfx\src\renderer_d3d12.cpp (674): BGFX Node 0: TileBasedRenderer 0, UMA 0, CacheCoherentUMA 0
      d:\my projects\idtech3\bgfx\src\renderer_d3d12.cpp (683): BGFX D3D12 options:
      d:\my projects\idtech3\bgfx\src\renderer_d3d12.cpp (684): BGFX TiledResourcesTier 1
      d:\my projects\idtech3\bgfx\src\renderer_d3d12.cpp (685): BGFX ResourceBindingTier 3
      d:\my projects\idtech3\bgfx\src\renderer_d3d12.cpp (686): BGFX ROVsSupported 0
      d:\my projects\idtech3\bgfx\src\renderer_d3d12.cpp (687): BGFX ConservativeRasterizationTier 0
      d:\my projects\idtech3\bgfx\src\renderer_d3d12.cpp (688): BGFX CrossNodeSharingTier 0
      d:\my projects\idtech3\bgfx\src\renderer_d3d12.cpp (689): BGFX ResourceHeapTier 2
      d:\my projects\idtech3\bgfx\src\renderer_d3d12.cpp (760): BGFX WARN 02837468 RefCount is 75 (expected 0).
      'openwolf.exe' (Win32): Loaded 'C:\Windows\SysWOW64\dcomp.dll'. Cannot find or open the PDB file.
      d:\my projects\idtech3\bgfx\src\renderer_d3d12.cpp (915): BGFX CheckFeatureSupport failed with 80004005 for format R1.
      d:\my projects\idtech3\bgfx\src\bgfx.cpp (903): BGFX Supported capabilities (renderer Direct3D 12, vendor 0x1002, device 0x6811):
      d:\my projects\idtech3\bgfx\src\bgfx.cpp (908): BGFX BGFX_CAPS_TEXTURE_COMPARE_LEQUAL
      d:\my projects\idtech3\bgfx\src\bgfx.cpp (908): BGFX BGFX_CAPS_TEXTURE_COMPARE_ALL
      d:\my projects\idtech3\bgfx\src\bgfx.cpp (908): BGFX BGFX_CAPS_TEXTURE_3D
      d:\my projects\idtech3\bgfx\src\bgfx.cpp (908): BGFX BGFX_CAPS_VERTEX_ATTRIB_HALF
      d:\my projects\idtech3\bgfx\src\bgfx.cpp (908): BGFX BGFX_CAPS_VERTEX_ATTRIB_UINT10
      d:\my projects\idtech3\bgfx\src\bgfx.cpp (908): BGFX BGFX_CAPS_INSTANCING
      d:\my projects\idtech3\bgfx\src\bgfx.cpp (908): BGFX BGFX_CAPS_RENDERER_MULTITHREADED
      d:\my projects\idtech3\bgfx\src\bgfx.cpp (908): BGFX BGFX_CAPS_FRAGMENT_DEPTH
      d:\my projects\idtech3\bgfx\src\bgfx.cpp (908): BGFX BGFX_CAPS_BLEND_INDEPENDENT
      d:\my projects\idtech3\bgfx\src\bgfx.cpp (908): BGFX BGFX_CAPS_COMPUTE
      d:\my projects\idtech3\bgfx\src\bgfx.cpp (912): BGFX Supported texture formats:
      d:\my projects\idtech3\bgfx\src\bgfx.cpp (913): BGFX +--------- x = supported / * = emulated
      d:\my projects\idtech3\bgfx\src\bgfx.cpp (914): BGFX |+-------- sRGB format
      d:\my projects\idtech3\bgfx\src\bgfx.cpp (915): BGFX ||+------- vertex format
      d:\my projects\idtech3\bgfx\src\bgfx.cpp (916): BGFX |||+------ image
      d:\my projects\idtech3\bgfx\src\bgfx.cpp (917): BGFX ||||+----- framebuffer
      d:\my projects\idtech3\bgfx\src\bgfx.cpp (918): BGFX ||||| +-- name
      d:\my projects\idtech3\bgfx\src\bgfx.cpp (932): BGFX [xl ] BC1
      d:\my projects\idtech3\bgfx\src\bgfx.cpp (932): BGFX [xl ] BC2
      d:\my projects\idtech3\bgfx\src\bgfx.cpp (932): BGFX [xl ] BC3
      d:\my projects\idtech3\bgfx\src\bgfx.cpp (932): BGFX [x ] BC4
      d:\my projects\idtech3\bgfx\src\bgfx.cpp (932): BGFX [x ] BC5
      d:\my projects\idtech3\bgfx\src\bgfx.cpp (932): BGFX [x ] BC6H
      d:\my projects\idtech3\bgfx\src\bgfx.cpp (932): BGFX [xl ] BC7
      d:\my projects\idtech3\bgfx\src\bgfx.cpp (932): BGFX [* ] ETC1
      d:\my projects\idtech3\bgfx\src\bgfx.cpp (932): BGFX [* ] ETC2
      d:\my projects\idtech3\bgfx\src\bgfx.cpp (932): BGFX [* ] ETC2A
      d:\my projects\idtech3\bgfx\src\bgfx.cpp (932): BGFX [* ] ETC2A1
      d:\my projects\idtech3\bgfx\src\bgfx.cpp (932): BGFX [ ] PTC12
      d:\my projects\idtech3\bgfx\src\bgfx.cpp (932): BGFX [* ] PTC14
      d:\my projects\idtech3\bgfx\src\bgfx.cpp (932): BGFX [ ] PTC12A
      d:\my projects\idtech3\bgfx\src\bgfx.cpp (932): BGFX [* ] PTC14A
      d:\my projects\idtech3\bgfx\src\bgfx.cpp (932): BGFX [ ] PTC22
      d:\my projects\idtech3\bgfx\src\bgfx.cpp (932): BGFX [ ] PTC24
      d:\my projects\idtech3\bgfx\src\bgfx.cpp (932): BGFX [ ] R1
      d:\my projects\idtech3\bgfx\src\bgfx.cpp (932): BGFX [x vif] R8
      d:\my projects\idtech3\bgfx\src\bgfx.cpp (932): BGFX [x vif] R16
      d:\my projects\idtech3\bgfx\src\bgfx.cpp (932): BGFX [x vif] R16F
      d:\my projects\idtech3\bgfx\src\bgfx.cpp (932): BGFX [x vif] R32
      d:\my projects\idtech3\bgfx\src\bgfx.cpp (932): BGFX [x vif] R32F
      d:\my projects\idtech3\bgfx\src\bgfx.cpp (932): BGFX [x vif] RG8
      d:\my projects\idtech3\bgfx\src\bgfx.cpp (932): BGFX [x vif] RG16
      d:\my projects\idtech3\bgfx\src\bgfx.cpp (932): BGFX [x vif] RG16F
      d:\my projects\idtech3\bgfx\src\bgfx.cpp (932): BGFX [x vif] RG32
      d:\my projects\idtech3\bgfx\src\bgfx.cpp (932): BGFX [x vif] RG32F
      d:\my projects\idtech3\bgfx\src\bgfx.cpp (932): BGFX [xlv f] BGRA8
      d:\my projects\idtech3\bgfx\src\bgfx.cpp (932): BGFX [xlvif] RGBA8
      d:\my projects\idtech3\bgfx\src\bgfx.cpp (932): BGFX [x vif] RGBA16
      d:\my projects\idtech3\bgfx\src\bgfx.cpp (932): BGFX [x vif] RGBA16F
      d:\my projects\idtech3\bgfx\src\bgfx.cpp (932): BGFX [x vif] RGBA32
      d:\my projects\idtech3\bgfx\src\bgfx.cpp (932): BGFX [x vif] RGBA32F
      d:\my projects\idtech3\bgfx\src\bgfx.cpp (932): BGFX [x if] R5G6B5
      d:\my projects\idtech3\bgfx\src\bgfx.cpp (932): BGFX [x if] RGBA4
      d:\my projects\idtech3\bgfx\src\bgfx.cpp (932): BGFX [x if] RGB5A1
      d:\my projects\idtech3\bgfx\src\bgfx.cpp (932): BGFX [x vif] RGB10A2
      d:\my projects\idtech3\bgfx\src\bgfx.cpp (932): BGFX [x vif] R11G11B10F
      d:\my projects\idtech3\bgfx\src\bgfx.cpp (932): BGFX [x f] D16
      d:\my projects\idtech3\bgfx\src\bgfx.cpp (932): BGFX [x f] D24
      d:\my projects\idtech3\bgfx\src\bgfx.cpp (932): BGFX [x f] D24S8
      d:\my projects\idtech3\bgfx\src\bgfx.cpp (932): BGFX [x f] D32
      d:\my projects\idtech3\bgfx\src\bgfx.cpp (932): BGFX [x f] D16F
      d:\my projects\idtech3\bgfx\src\bgfx.cpp (932): BGFX [x f] D24F
      d:\my projects\idtech3\bgfx\src\bgfx.cpp (932): BGFX [x f] D32F
      d:\my projects\idtech3\bgfx\src\bgfx.cpp (932): BGFX [x f] D0S8
      d:\my projects\idtech3\bgfx\src\bgfx.cpp (937): BGFX Max FB attachments: 8
      d:\my projects\idtech3\bgfx\src\bgfx_p.h (3115): BGFX Creating uniform (handle 0) bgfx_clear_color
      d:\my projects\idtech3\bgfx\src\renderer_d3d12.cpp (3595): BGFX Texture 0: R8 (requested: R8), 2048x24 RT[ ], BO[ ], CW[ ].
      d:\my projects\idtech3\bgfx\src\renderer_d3d12.cpp (3690): BGFX texture total size: 49152
      d:\my projects\idtech3\bgfx\src\renderer_d3d12.cpp (3839): BGFX Update subresource 49152
      d:\my projects\idtech3\bgfx\src\renderer_d3d12.cpp (3413): BGFX Vertex Shader consts 1
      d:\my projects\idtech3\bgfx\src\renderer_d3d12.cpp (3474): BGFX predefined: u_modelViewProj (mat4), num 0, r.index 0, r.count 4
      d:\my projects\idtech3\bgfx\src\renderer_d3d12.cpp (3413): BGFX Fragment Shader consts 0
      vertexdecl f77889eb (08bf664f), stride 28
      attr 0 - Attrib::Position, num 3, type 4, norm 0, asint 0, offset 0
      attr 4 - Attrib::Color0, num 4, type 0, norm 1, asint 0, offset 12
      attr 5 - Attrib::Color1, num 4, type 0, norm 1, asint 0, offset 16
      attr 8 - Attrib::TexCoord0, num 2, type 4, norm 0, asint 0, offset 20
      d:\my projects\idtech3\bgfx\src\renderer_d3d12.cpp (3413): BGFX Vertex Shader consts 0
      d:\my projects\idtech3\bgfx\src\renderer_d3d12.cpp (3413): BGFX Fragment Shader consts 1
      d:\my projects\idtech3\bgfx\src\renderer_d3d12.cpp (3474): BGFX user: bgfx_clear_color (vec4), num 8, r.index 0, r.count 8
      d:\my projects\idtech3\bgfx\src\renderer_d3d12.cpp (3413): BGFX Fragment Shader consts 1
      d:\my projects\idtech3\bgfx\src\renderer_d3d12.cpp (3474): BGFX user: bgfx_clear_color (vec4), num 8, r.index 0, r.count 8
      d:\my projects\idtech3\bgfx\src\renderer_d3d12.cpp (3413): BGFX Fragment Shader consts 1
      d:\my projects\idtech3\bgfx\src\renderer_d3d12.cpp (3474): BGFX user: bgfx_clear_color (vec4), num 8, r.index 0, r.count 8
      d:\my projects\idtech3\bgfx\src\renderer_d3d12.cpp (3413): BGFX Fragment Shader consts 1
      d:\my projects\idtech3\bgfx\src\renderer_d3d12.cpp (3474): BGFX user: bgfx_clear_color (vec4), num 8, r.index 0, r.count 8
      d:\my projects\idtech3\bgfx\src\renderer_d3d12.cpp (3413): BGFX Fragment Shader consts 1
      d:\my projects\idtech3\bgfx\src\renderer_d3d12.cpp (3474): BGFX user: bgfx_clear_color (vec4), num 8, r.index 0, r.count 8
      d:\my projects\idtech3\bgfx\src\renderer_d3d12.cpp (3413): BGFX Fragment Shader consts 1
      d:\my projects\idtech3\bgfx\src\renderer_d3d12.cpp (3474): BGFX user: bgfx_clear_color (vec4), num 8, r.index 0, r.count 8
      d:\my projects\idtech3\bgfx\src\renderer_d3d12.cpp (3413): BGFX Fragment Shader consts 1
      d:\my projects\idtech3\bgfx\src\renderer_d3d12.cpp (3474): BGFX user: bgfx_clear_color (vec4), num 8, r.index 0, r.count 8
      d:\my projects\idtech3\bgfx\src\renderer_d3d12.cpp (3413): BGFX Fragment Shader consts 1
      d:\my projects\idtech3\bgfx\src\renderer_d3d12.cpp (3474): BGFX user: bgfx_clear_color (vec4), num 8, r.index 0, r.count 8
      vertexdecl 7d56e3f3 (bfd2d60f), stride 12
      attr 0 - Attrib::Position, num 3, type 4, norm 0, asint 0, offset 0
      d:\my projects\idtech3\bgfx\src\bgfx.cpp (2174): BGFX Init complete.
      Renderer backend: Direct3D 12.0
      d:\my projects\idtech3\bgfx\src\bgfx_p.h (3115): BGFX Creating uniform (handle 1) u_DiffuseMap
      d:\my projects\idtech3\bgfx\src\bgfx_p.h (3115): BGFX Creating uniform (handle 2) u_LightMap
      d:\my projects\idtech3\bgfx\src\bgfx_p.h (3115): BGFX Creating uniform (handle 3) u_NormalMap
      d:\my projects\idtech3\bgfx\src\bgfx_p.h (3115): BGFX Creating uniform (handle 4) u_DeluxeMap
      d:\my projects\idtech3\bgfx\src\bgfx_p.h (3115): BGFX Creating uniform (handle 5) u_SpecularMap
      d:\my projects\idtech3\bgfx\src\bgfx_p.h (3115): BGFX Creating uniform (handle 6) u_ShadowMap
      d:\my projects\idtech3\bgfx\src\bgfx_p.h (3115): BGFX Creating uniform (handle 7) u_CubeMap
      d:\my projects\idtech3\bgfx\src\bgfx_p.h (3115): BGFX Creating uniform (handle 8) u_Color
      d:\my projects\idtech3\bgfx\src\bgfx_p.h (3115): BGFX Creating uniform (handle 9) u_BaseColor
      d:\my projects\idtech3\bgfx\src\bgfx_p.h (3115): BGFX Creating uniform (handle 10) u_VertColor
      d:\my projects\idtech3\bgfx\src\bgfx_p.h (3115): BGFX Creating uniform (handle 11) u_NormalScale
      d:\my projects\idtech3\bgfx\src\bgfx_p.h (3115): BGFX Creating uniform (handle 12) u_SpecularScale
      d:\my projects\idtech3\bgfx\src\bgfx_p.h (3115): BGFX Creating uniform (handle 13) u_EnableTextures
      d:\my projects\idtech3\bgfx\src\bgfx_p.h (3115): BGFX Creating uniform (handle 14) u_ViewOrigin
      d:\my projects\idtech3\bgfx\src\bgfx_p.h (3115): BGFX Creating uniform (handle 15) u_LocalViewOrigin
      d:\my projects\idtech3\bgfx\src\bgfx_p.h (3115): BGFX Creating uniform (handle 16) u_DepthRange
      d:\my projects\idtech3\bgfx\src\bgfx_p.h (3115): BGFX Creating uniform (handle 17) u_Generators
      d:\my projects\idtech3\bgfx\src\bgfx_p.h (3115): BGFX Creating uniform (handle 18) u_DiffuseTexMatrix
      d:\my projects\idtech3\bgfx\src\bgfx_p.h (3115): BGFX Creating uniform (handle 19) u_DiffuseTexOffTurb
      d:\my projects\idtech3\bgfx\src\bgfx_p.h (3115): BGFX Creating uniform (handle 20) u_TCGen0Vector0
      d:\my projects\idtech3\bgfx\src\bgfx_p.h (3115): BGFX Creating uniform (handle 21) u_TCGen0Vector1
      d:\my projects\idtech3\bgfx\src\bgfx_p.h (3115): BGFX Creating uniform (handle 22) u_AmbientLight
      d:\my projects\idtech3\bgfx\src\bgfx_p.h (3115): BGFX Creating uniform (handle 23) u_DirectedLight
      d:\my projects\idtech3\bgfx\src\bgfx_p.h (3115): BGFX Creating uniform (handle 24) u_LightOrigin
      d:\my projects\idtech3\bgfx\src\bgfx_p.h (3115): BGFX Creating uniform (handle 25) u_LightRadius
      d:\my projects\idtech3\bgfx\src\bgfx_p.h (3115): BGFX Creating uniform (handle 26) u_ModelLightDir
      d:\my projects\idtech3\bgfx\src\bgfx_p.h (3115): BGFX Creating uniform (handle 27) u_PortalRange
      d:\my projects\idtech3\bgfx\src\bgfx_p.h (3115): BGFX Creating uniform (handle 28) u_FogDistance
      d:\my projects\idtech3\bgfx\src\bgfx_p.h (3115): BGFX Creating uniform (handle 29) u_FogDepth
      d:\my projects\idtech3\bgfx\src\bgfx_p.h (3115): BGFX Creating uniform (handle 30) u_FogEyeT
      d:\my projects\idtech3\bgfx\src\bgfx_p.h (3115): BGFX Creating uniform (handle 31) u_DeformParameters1
      d:\my projects\idtech3\bgfx\src\bgfx_p.h (3115): BGFX Creating uniform (handle 32) u_DeformParameters2
      ]/editor
      Trying to load "system/editorx86.dll"...
      Loaded system/editorx86.dll.
      Also in my work I have integrated editor in-game (as shown in picture)
      Idea was similar as in IDTech4 engine.

      I have left BSP compiler (engine it supporting loading BSP files) and movie to loading map source (.MAP)

      (P.S. I cannot upload photos here for some unknown reason to me)

      Editor is working very like this ....
      You start game/engine, type "/editor" load map and have fun
      In my mind that was perfect thing and it will allow mappers and modelers more control and easier things much

      Whole code is Unix friendly and it is tested on Ubuntu 15.04 (I will provide screenshots and videos) for that

      Also in the spirit of FOSS and sharing, I will upload my entire codebase so others can test and educate on things what I did so far

      Comment


      • #13
        Two little videos



        Comment


        • #14

          Comment


          • #15
            Interesting. Is this stuff currently accessible via GitHub?

            Comment


            • #16
              Yes,
              In the spirit of Open Source
              I have opened my source code and it is located on GitHub

              GitHub is where people build software. More than 100 million people use GitHub to discover, fork, and contribute to over 420 million projects.

              Comment


              • #17
                Originally posted by TheDushan View Post
                Yes,
                In the spirit of Open Source
                I have opened my source code and it is located on GitHub

                https://github.com/TheDushan/OWEngine
                Is it in a state that would be able to be setup for benchmarking? Looks nice
                Michael Larabel
                https://www.michaellarabel.com/

                Comment


                • #18
                  Originally posted by Michael View Post

                  Is it in a state that would be able to be setup for benchmarking? Looks nice
                  Thank you very much. Sure, why not.
                  Give me few days to fix compiling on Linux platform , to update documentation so you and others know how to use and what to use.

                  Comment


                  • #19
                    Originally posted by TheDushan View Post

                    Thank you very much. Sure, why not.
                    Give me few days to fix compiling on Linux platform , to update documentation so you and others know how to use and what to use.
                    Awesome! Excited! More interesting graphics tests. Thanks!
                    Michael Larabel
                    https://www.michaellarabel.com/

                    Comment

                    Working...
                    X