minetest / irrlicht

Minetest's fork of Irrlicht
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Roadmap #107

Open sfan5 opened 2 years ago

sfan5 commented 2 years ago

IrrlichtMt is meant to be copied into Minetest some day, ideally at a point where we can throw away much of the code because we would use SDL2 + our own OpenGL(ES) renderer by then. This issue collects things that should be done.

Cleanup (to be done in any case):

Features:

rubenwardy commented 2 years ago

Shouldn't improving SDL support and removing other drivers be in this list?

sfan5 commented 2 years ago

Added.

JosiahWI commented 2 years ago

Minetest does version checking on IrrlichtMt when it calls find_package, but I reckon that isn't being updated on either end to make sure it actually checks for the right version requirements. I got a segfault compiling with the wrong IrrlichtMt/Minetest pair earlier.

oong819 commented 2 years ago

will OGLES 2 have dynamic shadow in future?

rubenwardy commented 2 years ago

Wrong repo and issue, see https://github.com/minetest/minetest/issues/11339

Starconstructor commented 1 year ago

Would it be possible to port over Vulkan into this fork? I'd do it myself, but I have a skill issue. Someone else made a Vulkan-supported Irrlicht fork, maybe their code could be brought over here?

sfan5 commented 1 year ago

Technically possible, maybe. However if you're thinking of performance improvements or better effects there is a lot of room for improvement if Minetest used OpenGL more effectively / to its full potential. Time is better spent on that instead of a new rendering backend.

numberZero commented 1 year ago

Try to identify long outdated code and fix it (ancient Windows/OSX, other API/compiler support or workarounds and similar things)

See #157 and #158. Also, #160 but that one may deserve its own item (or its own roadmap =). I plan to do #158 and then #160. @sfan5 is that OK?

sfan5 commented 1 year ago

I plan to do #158 and then #160. @sfan5 is that OK?

Of course.

x2048 commented 1 year ago

If we want to implement normal mapping at some point (e.g. for PBR/detailed reflections/light), we will need vertex tangents from what I know.

sfan5 commented 1 year ago

I'll cross that off the list then.

numberZero commented 1 year ago

we will need vertex tangents from what I know.

What’s about fully custom vertex types? With unified, shader-only driver that shouldn’t be too hard. It has some support for that already (see Driver.cpp, lines 34–124 primarily) but for internal use only currently. The interface needs to be sorted out before making that public, though.

Note: for me, support for custom vertex types was among the key reasons to make the new driver.

x2048 commented 1 year ago

What’s about fully custom vertex types? 

That would be amazing.

midn1 commented 8 months ago

Do I understand correctly that old hardware support is intended to be dropped?

sfan5 commented 8 months ago

What are you thinking of when saying "old hardware"?

midn1 commented 8 months ago

That answers my question, thanks.