Open SoNewBee opened 2 years ago
I am Working on an (Unity-light like) cross platform Net 6 Editor , It's quite a big project , don't have an estimate of release date (probably preview will be available in Q3/Q4 2022).
Only GL/GLES backend is supported (on iOS also Metal) , DX backend is not supported , I don't see any reason to enable it
You can build your own binary (with DX rendering backend enabled) , I didn't tried and I don't plan to support it officially. The Link for the build script for Windows https://github.com/elix22/Urho3D/blob/dotnet/script/build_install_urhonet_windows.ps1 Which on it's turn invokes the script (you have to modify it) https://github.com/elix22/Urho3D/blob/dotnet/script/cmake_vs2019_dotnet_dll.bat
Remove -D URHO3D_OPENGL=1 Add -D URHO3D_D3D11=1 It should build and install a binary supporting DX11 instead of GL (on Windows)
I am Working on an (Unity-light like) cross platform Net 6 Editor , It's quite a big project , don't have an estimate of release date (probably preview will be available in Q3/Q4 2022).
Only GL/GLES backend is supported (on iOS also Metal) , DX backend is not supported , I don't see any reason to enable it
You can build your own binary (with DX rendering backend enabled) , I didn't tried and I don't plan to support it officially. The Link for the build script for Windows https://github.com/elix22/Urho3D/blob/dotnet/script/build_install_urhonet_windows.ps1 Which on it's turn invokes the script (you have to modify it) https://github.com/elix22/Urho3D/blob/dotnet/script/cmake_vs2019_dotnet_dll.bat
Remove -D URHO3D_OPENGL=1 Add -D URHO3D_D3D11=1 It should build and install a binary supporting DX11 instead of GL (on Windows)
Thanks for your reply. That is very excited.I can't wait to see that editor!GOOD JOB!Finally I can get rid of c++! Maybe you can remove all files that related to DirectX since this project will not do anything with dx(something like hlsl folder and etc.?). And...maybe you can make the project more succinct.Because the current version is too big(about 941MB,No offence,Godot with its editor is about 50MB or smaller). And...Will you add vulkan support in the future?
Yep there are some redundant files in the Assets folder , I might make some cleanup in the future. Godot is definitely more than 50 MB , Godot Export templates are 534 MB in size (compressed form) I don't plan to reduce the size , actually it will increase relatively for each new/additional platform support No Vulkan support in the future , however Graphics enhancements are planned . I implement only whatever is needed/helpful for my own game projects , Vulkan is not one of those things .
Yep there are some redundant files in the Assets folder , I might make some cleanup in the future. Godot is definitely more than 50 MB , Godot Export templates are 534 MB in size (compressed form) I don't plan to reduce the size , actually it will increase relatively for each new/additional platform support No Vulkan support in the future , however Graphics enhancements are planned . I implement only whatever is needed/helpful for my own game projects , Vulkan is not one of those things .
OK...So will this project support multi-thread rendering?I am curious about it.
Multithreaded rendering is not the main bottleneck for generating beautiful scenery . Currently I can't elaborate on the future graphics enhancements .
Multithreaded rendering is not the main bottleneck for generating beautiful scenery . Currently I can't elaborate on the future graphics enhancements .
So...Can I understand it as this project will not support multi-threaded rendering?
This is a brilliant project. I am a noob and I wish you could add an editor and make some showcase. If so,it would be a good tool which could help noobs learn this project with more convenience. BTW,could you please show how to use dx as rendering backend? Appreciated!