Open owendelong opened 3 years ago
I'd strongly recommend Vulkan API
I'm currently working on adding my cross-platform engine, Skybolt, as a render backend for orbiter.
@matthew-reid have you got a branch going for that? Would be good to have visibility on the progress
@hughesjs so far I've got a branch for upgrading orbiter server to 64 bit. I've started a branch for that.
@matthew-reid Awesome, I'll give it a look over the weekend :)
Try wgpu. This is a WebGPU implementation C/C++ API here: wgpu-native
There is also https://github.com/Joshua-Ashton/dxvk-native. It's DXVK (Direct3D 9-11 implementation over Vulkan) ported natively to Linux that can be used to compile Direct3D code to work natively on Linux over Vulkan. It is used in Portal 2 or Left 4 Dead 2. When DX9 renderer will be done then probably DXVK Native can be used to provide native build for Linux relatively easy.
I think OpenGL should be a good idea because:
It's all swell to contemplate what's the best toolkit to use, however the main problem is who's going to implement it?
With D3D9 client already existing, the easiest path to bring Orbiter to other platforms IMHO is to use DXVK. Just my 2 cents.
Please consider looking at a more universal graphics toolkit that could allow the program to run on other platforms (e.g. MacOS, Linux, possibly even Console and/or iOS/Android/etc.).
Obviously this wouldn't be the only dependency to be resolved to get to that place, but since this is one you're considering replacing anyway, I'd like to suggest at least considering taking that preparatory step in the process.