Return Styles: Pseud0ch, Terminal, Valhalla, NES, Geocities, Blue Moon.

Pages: 1-

Graphics engines

Name: Anonymous 2012-07-26 9:19

Best engine for a huge scale 2-D rts+rpg-type game?

Name: Mark J. Kilgard 2012-07-26 9:25

NVIDIA’s OpenGL can inter-operate with buffers and textures for either CUDA or OpenCL or DirectX or even OptiX. DirectX 11 can only interop with DirectX buffers and surfaces. This seems like a situation where OpenGL is clearly MORE functional than Direct3D. You can look at the NV_gpu_program5, NV_shader_buffer_load, and ARB_texture_buffer_object extensions to see how an OpenGL shader can read, and yes, even STORE to buffers.

OpenGL has plenty of features not available in DirectX 11 such as line stipple, accumulation buffers, immediate mode, display lists, smooth lines, access to shaders through both high-level shading languages (Cg or GLSL) as well as assembly language (NV_gpu_program5, NV_gpu_program4, ARB_fragment_program, etc.). And this all comes with cross-operating system portability, something DirectX 11 will never offer.

For example, OpenGL 4.1′s entire feature set, including programmable geometry and tessellation shaders and all the other DirectX 10 and 11 features are available on Windows XP as well as Vista and Windows 7.

OpenGL 4.1 supports both OpenGL and Direct3D conventions. So in Direct3D, you are stuck with the Direct3D provoking vertex or shader window origin convention, but with OpenGL 4.1 you can now pick your convention.

NVIDIA OpenGL has lots of ways it surpasses DirectX 11 in functionality such as support for bindless graphics (NV_vertex_buffer_unified_memory & NV_shader_buffer_load), arbitrary texture format swizzling EXT_texture_swizzle), Serial Digital Interface (SDI) video support (NV_present_video) including video capture (NV_video_capture).

BTW, you can get the actual PowerPoint slides from here:

http://www.slideshare.net/Mark_Kilgard/opengl-4-for-2010

(This slides are corrected and slightly expanded from the recorded presentation. For example, they include code for implementing adaptive PN triangles.)

Name: Anonymous 2012-07-26 9:26

ncurses

Name: Anonymous 2012-07-26 9:48

Name: Anonymous 2012-07-26 9:55

OP here, thanks. You guys are so helpful, someday I'll do something for you too. ;__;

Name: Anonymous 2012-07-26 10:04

>>5
You could start by sucking my dick.

Name: Anonymous 2012-07-26 10:06

>>6

The distances between us are way too big for your tiny pecker.

Name: Anonymous 2012-07-26 10:12

If Allegro is good enough for Xarn it ought to be good enough for you, too.

Name: Anonymous 2012-07-26 10:15

>>8
Please get rid of the ``cult of personality'' way of thinking. It is unscientific and ultimately destructive.

Name: Anonymous 2012-07-26 10:24

2D
write your own

Name: Anonymous 2012-07-26 11:24

Name: Anonymous 2012-07-26 12:13

>>10
lol you don't know shit

Name: Anonymous 2012-07-26 14:56

best?

use svg so everyone with a graphicañ browser can play it.

Name: Anonymous 2012-07-26 15:54

the Love game engine in Lua, or Actionscript for Flash

Name: Anonymous 2012-07-26 16:45

Here's a question, does any 3d accelerated application support multiple fullscreen windows? Also, can I draw two screen buffers into different windows, or would it almost be easier to have one main window, and the second window just read from a 3d buffer to a software buffer then draw that, since although you can't open multiple contexts you can draw to offscreen buffers?

Name: Anonymous 2012-07-26 16:51

>>15
On Windows, depending on your GPU drivers, you will be able to control each monitor as a separate Direct3D adapter. You can create a SwapChain for each monitor like that, and have multiple full screen windows.

With OpenGL on Windows and X11 alike (and probably OS X as well) you can do buffer sharing between contexts and either blit to monitors connected to different GPUs or create rendering contexts for all of them and render simultaneously.

At least in theory. None of these things actually work in real life, which is simply amazing considering that there are 3 huge hardware vendors all working on it; and they all suck monkey balls.

Name: Anonymous 2012-07-26 17:04

>>16
Why does programming have to be so difficult ;_;

Guess I might look at two of Irrlicht's examples, since it has a 2d example, a 3d ones, and multiple window example, as well as some basic stuff for managing context creation. If I could get the hello world example to work in two windows using separate cameras I'd be happy...

Name: Anonymous 2012-07-26 17:33

>>17
Why does programming have to be so difficult ;_;
We made it so.

Name: Anonymous 2012-07-26 18:02

>>17
The problem is with the lack of a proper buffer sharing mechanism. As long as your clients have only single GPU setups (CFX/SLI make one virtual GPU), this is just a matter of either:
D3D: creating multiple SwapChain classes for one Device.
OpenGL: creating two contexts and sharing a buffer handle between them.
On Direct3D, if you create a fullscreen Device, it will create one SwapChain per monitor automatically. On OpenGL you have to manually query and create a context per monitor. This ppt (lol, who has Windows these days) file will explain how to do it for OpenGL:
http://www.cs.uml.edu/~hmasterm/Charts/Managing_Multiple_Windows.ppt

On linux, we're working on solving this multi-GPU nightmare.

Name: Anonymous 2012-07-26 19:47

>>19
ty, I'll definitely take a read

Name: Anonymous 2012-07-26 22:43

didn't you ask this on /v/ early today?

Name: Anonymous 2012-07-26 23:01

I just wanted to point out to you bunch of pussies that roller coaster tycoon was written in assembly

Name: Anonymous 2012-07-27 0:51

>>21
Go the fuck back there and never come back

Don't change these.
Name: Email:
Entire Thread Thread List