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Pages: 1 ... 8 9 [10]
 on: 2018-03-12 15:16:49 
Started by DesertCoockie - Last post by DesertCoockie
Thanks for linking me to JGLFW. I didn't know about this yet.  persecutioncomplex I'll definitely look into the differences and report back (should've done my homework here).
For me the lib was just a personal project I thought sharing would be nice (originally planned to just put the source code here for people having trouble with Glfw, but then the file became like 900 lines long).
And yes, I wanted to write "optimization can be made".

Thanks for your input. Gave me some things to consider.

 on: 2018-03-12 15:11:10 
Started by mrexiled - Last post by princec
Just to be clear I'm fine with it being described as "professional level" as opposed to the stricter definition of "professional" but I think it'd just help avoid a lot of time wasted if you were up front about all the details here.

Cas Smiley

 on: 2018-03-12 14:24:02 
Started by BurntPizza - Last post by Spasi
What do you mean you wouldn't use the opengl backend on windows?

bgfx defaults to using Direct3D 11 on Windows, but you can force it to use one of the D3D12/D3D9/GL/GLES backends. Vulkan will also be supported in the future. What I mean is that, given the choice, there's no good reason to prefer OpenGL on Windows over D3D/Vulkan.

 on: 2018-03-12 14:15:43 
Started by DesertCoockie - Last post by gouessej

What does it offer compared to JGLFW?

You wrote "Optimizations can to be made", you meant "Optimizations can be made", didn't you?

 on: 2018-03-12 14:13:27 
Started by BurntPizza - Last post by abcdef
What do you mean you wouldn't use the opengl backend on windows?

 on: 2018-03-12 14:10:59 
Started by IanWONeill - Last post by gouessej
I assume that you're a cover of IanWONeill lol.

 on: 2018-03-12 14:09:14 
Started by mrexiled - Last post by gouessej

Skype and Discord are both proprietary, you suggest to choose between the plague and cholera.

I agree with KevinWorkman, work must pay (every job deserves to be paid) and you should provide some information about that right here or at least publicly. For now, it looks like undeclared work or unpaid work. The way you're talking doesn't reassure me, I don't speak on the behalf of others as they are mature enough to do it by themselves.

 on: 2018-03-12 10:49:26 
Started by SteveSmith - Last post by SteveSmith
It looks like JME can use either version, but I seem to be using LWJGL v3 by default.

 on: 2018-03-12 08:18:22 
Started by BurntPizza - Last post by Spasi
300 3D models.. all in shared buffers and they all use the same shader and same textures.. a large number of uniforms for controlling lighting

This is a very specific rendering scenario, it's anything but typical. I'd never expect bgfx to be useful to you, but not everyone does deferred/forward+ shading with hundreds of lights.

Because of that, the driver will create a full copy of the entire uniform buffer, including all the light data, giving each draw call its own version of the uniform buffer, with only the position offset actually differing between them.

I don't have a reason to dispute that, sounds reasonable. But also like something that a clever driver would trivially optimize (does it really have to use a single uniform buffer for everything internally?). Could you post a source that verifies the above?

aaaaand before you know it you have an inefficient as f**k behemoth that uses heuristics for which uniforms to place in which uniform buffers

Yeah, bgfx doesn't do anything like that internally, it's a fairly simple abstraction over the low-level rendering APIs. I wouldn't be surprised if graphics drivers used such heuristics though (see above).

by placing the data in a per-instance vertex attribute buffer

Yes, that's what bgfx does for instancing. That's also what I was doing ~10 years ago, back then UBOs/TBOs were generally a bad idea on all drivers/GPUs iirc.

Anyway, bgfx's developer has acknowledged that better support for UBOs is necessary and it's coming soon. There will be support for uniforms that are updated at different granularities (per-frame, per-view, per-draw), with the appropriate backend-specific implementations. Also, this all applies to Linux only, you wouldn't use the OpenGL backend on Windows/macOS (D3D11/12 & Metal respectively).

 on: 2018-03-12 05:06:03 
Started by SteveSmith - Last post by DesertCoockie
Maybe there is the build file with the library jars? If not, maybe Google knows it.
I was just curious Smiley

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Java Gaming Resources
by philfrei
2017-12-05 19:38:37

Java Gaming Resources
by philfrei
2017-12-05 19:37:39

Java Gaming Resources
by philfrei
2017-12-05 19:36:10

Java Gaming Resources
by philfrei
2017-12-05 19:33:10

List of Learning Resources
by elect
2017-03-13 14:05:44

List of Learning Resources
by elect
2017-03-13 14:04:45

SF/X Libraries
by philfrei
2017-03-02 08:45:19

SF/X Libraries
by philfrei
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