Irrlight engine port for MorphOS bounty
  • Yokemate of Keyboards
    Yokemate of Keyboards
    amigadave
    Posts: 2504 from 2006/3/21
    From: Lake Shastina,...
    Quote:

    Andreas_Wolf wrote:
    > OpenGL 2.0 or ES

    OpenGL and OpenGL ES have separate version numbering. Current OpenGL is 4.5 from two years ago and current OpenGL ES is 3.2 from one year ago. While OpenGL ES 2.0 is short of a decade old, OpenGL 2.0 is 12 years old.


    Sad that we don't even have full support for a standard that is over 12 years old. Meaning, it is sad that our 3D support is worse than what was available over 12 years ago.
    MorphOS - The best Next Gen Amiga choice.
  • »25.08.16 - 06:15
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  • Yokemate of Keyboards
    Yokemate of Keyboards
    Andreas_Wolf
    Posts: 9936 from 2003/5/22
    From: Germany
    >> OpenGL 2.0 is 12 years old.

    > [...] a standard that is over 12 years old. [...] was available over 12 years ago.

    2 weeks short of 12 years, to be more precise ;-)
  • »25.08.16 - 09:14
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  • Jim
  • Yokemate of Keyboards
    Yokemate of Keyboards
    Jim
    Posts: 4692 from 2009/1/28
    From: Delaware, USA
    Quote:

    acepeg wrote:
    Hey friends it was just a joke 😉. It's just because Bigfoot love pizzas.


    We are not giving you a hard time, its just that it is a rare occasion when Andreas resorts to humor (and that was funny).
    I wonder what the pizza is like in South Africa?
    "Never attribute to malice what can more readily explained by incompetence"
  • »27.08.16 - 00:08
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  • Yokemate of Keyboards
    Yokemate of Keyboards
    amigadave
    Posts: 2504 from 2006/3/21
    From: Lake Shastina,...
    Quote:

    Jim wrote:
    Quote:

    acepeg wrote:
    Hey friends it was just a joke 😉. It's just because Bigfoot love pizzas.


    We are not giving you a hard time, its just that it is a rare occasion when Andreas resorts to humor (and that was funny).
    I wonder what the pizza is like in South Africa?




    Actually, I think that Andreas resorts to humor much more often than most of us realize, but because it is such a "dry" type of humor, many/most people miss it, and therefore don't realize how funny Andreas really is. It took me a very long time to even begin to understand Andreas posting style, and frankly, I was quite "put off" by his style at first. I actually get a fair bit of enjoyment from his humor, now that I have seen it for several years.
    MorphOS - The best Next Gen Amiga choice.
  • »27.08.16 - 00:28
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  • MDW
  • Order of the Butterfly
    Order of the Butterfly
    MDW
    Posts: 225 from 2003/7/26
    From: Wroclaw/Poland
    Quote:

    Bastiaan wrote:
    - Encore game engine by Encore Games
    Closed source, nonavailable to public. I emailed them some time ago, with the request to open source their technology. But I haven't received an answer.


    Really? I am sorry for no answer. :( However I don't remember any mail with question about my micro-engine.

    I’ve developed Encore Engine since 2007 but it also uses various sources/ideas which I written between 2000-2007. During last 2 years I redesigned/reimplemented almost whole engine and currently I am finishing the refactor. The engine is very simple and requires: old OpenGL 1.4 (TinyGL), C++, SDL 1.2. I am going to remove the SDL in the future because I use only several functions from the library. Additionally I created plugins necessary for export 3D data from Blender to files in format supported by my engine. Currently I support: MorphOS, iOS, macOS, Win32 (probably - I don’t use Windows). If I had more time, I could port it to: AmigaOS4 (small effort), Linux (small effort), Android (medium effort). Now I am focused on: MorphOS, iOS and macOS because I prefer and use these platforms. The engine is my hobby and it is created only for my projects. I added to the engine what I need and how I want. I don’t want create easy to use and scriptable engine. It should be comfortable for me and my projects. :)

    I have alpha-version of one simple indie-game based on the engine. Whole basic mechanic works. The alpha-version doesn’t contain any graphics (instead of real objects I use temporary place-holders). Development of the game currently is frozen because I am redesigning/reimplementing engine. However on the beginning of 2017 I am going to back to the game and adapt it to the Encore Engine 4.0.

    I will not open the sources because I am not able to support developers which would use the engine. My free time is very limited and I can’t use the time for support other projects. I develop my projects with veeeeery low speed. It is my hobby, I love it and I “waste” each piece of free time for this. :) I am still going to release some projects for MorphOS/iOS/macOS. I hope I will be able to finish the ideas soon…

    Greetz (and sorry for my weak English)!

    Mariusz “MDW” Włodarczyk
    Encore Games
  • »24.11.16 - 17:43
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  • Order of the Butterfly
    Order of the Butterfly
    Spectre660
    Posts: 214 from 2015/6/30
    interesting.

    Gl4es allows a quick port of the IrrLicht engine .

    [ Edited by Spectre660 28.08.2018 - 12:30 ]
  • »28.08.18 - 16:21
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  • Butterfly
    Butterfly
    Samurai_Crow
    Posts: 90 from 2009/12/10
    From: Colorado, USA
    The WebGL standard is based on OpenGL-ES 2+ and the parts missing from ES can be mostly added from a software patch called GL4ES. The possibility of Vulkan would be better but there's not much open source to leverage apart from Google's GL-ES compatibility module to run on Vulkan, Mesa and DirectX 11. TinyGL seems to be hopelessly obsolete by comparison.
  • »28.08.18 - 17:44
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  • Order of the Butterfly
    Order of the Butterfly
    Spectre660
    Posts: 214 from 2015/6/30
    Would it be practical or possible to tweak the old TinyGl engine ?

    Quote:

    Samurai_Crow wrote:
    The WebGL standard is based on OpenGL-ES 2+ and the parts missing from ES can be mostly added from a software patch called GL4ES. The possibility of Vulkan would be better but there's not much open source to leverage apart from Google's GL-ES compatibility module to run on Vulkan, Mesa and DirectX 11. TinyGL seems to be hopelessly obsolete by comparison.
  • »28.08.18 - 18:36
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  • Jim
  • Yokemate of Keyboards
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    Jim
    Posts: 4692 from 2009/1/28
    From: Delaware, USA
    Quote:

    Spectre660 wrote:
    Would it be practical or possible to tweak the old TinyGl engine ?

    Quote:

    Samurai_Crow wrote:
    The WebGL standard is based on OpenGL-ES 2+ and the parts missing from ES can be mostly added from a software patch called GL4ES. The possibility of Vulkan would be better but there's not much open source to leverage apart from Google's GL-ES compatibility module to run on Vulkan, Mesa and DirectX 11. TinyGL seems to be hopelessly obsolete by comparison.





    It's been discussed. Mark Olsen has said he'd like to enlist Michal "Keiro" Wozniak in anything like a major overhaul.
    In the past, Frank Mariak, Keiro and Bigfoot would have been the primary MorphOS developers for something like this.

    If they are serious about a move to X64, something more advanced than TinyGL would be a nice development.
    "Never attribute to malice what can more readily explained by incompetence"
  • »28.08.18 - 20:35
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  • ASiegel
    Posts: 1062 from 2003/2/15
    From: Central Europe
    @Samurai_Crow
    Given the currently supported systems, WebGL should be rather low on the list of priorities.

    If you have a chance, take a look at WebGL on MacOS PPC...
  • »28.08.18 - 20:45
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  • Butterfly
    Butterfly
    Samurai_Crow
    Posts: 90 from 2009/12/10
    From: Colorado, USA
    Quote:

    ASiegel wrote:
    @Samurai_Crow
    Given the currently supported systems, WebGL should be rather low on the list of priorities.

    If you have a chance, take a look at WebGL on MacOS PPC...


    For now, you're right. Not any point at this time. That should wait until after x86-64 and better JIT on the Javascript or ASM.js if possible.
  • »29.08.18 - 07:29
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