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Pages: 1 ... 8 9 [10]
 91 
 on: 2015-08-28 13:32:47 
Started by elect - Last post by elect
Sure, it will be great! I would certainly like to use a modern bullet port.
But basically, with all open-source projects that start out: You somewhat have to have an intrinsic motivation to do it regardless of what other people think of it, and you should not care whether other people will like/use it or not. It should be benefitial to you in the first place.
Sure, you can have some extrinsic motivation by people telling you that they would like it. But the base motivation needs to be intrinsic.
So, please just start with it. Smiley

Let's say I'd need it both for my work and my personal projects.

You know, Kai, actually I was thinking if we can rely on joml... it'd be cool, what do you think?

i'm game. the current jbullet port is pretty awkward (to me).

Nice basil

Don't forget about supporting LWJGL3 (which has OpenCL too).

Yeah, I guess lwjgl had an opencl binding too, but I wasn't sure.

Sure btw, as I already told SHC in chat, we could do something generic and then everyone can use the api he likes most

 92 
 on: 2015-08-28 13:29:36 
Started by Neoptolemus - Last post by elect
Hi Neoptolemus,

I am doing a port of Assimp, may be coordinates our efforts togethers?

I choose Assimp since is the most used importer out there and is open source.

I already wrote the md2 importer since I needed it. I am writing the validation part right now

What do you tell me?

 93 
 on: 2015-08-28 13:13:52 
Started by P0jahn - Last post by P0jahn
For future reference, I read that Pixmap caches the pixel data in CPU.

 94 
 on: 2015-08-28 12:30:13 
Started by elect - Last post by Longor1996
Don't forget about supporting LWJGL3 (which has OpenCL too).

 95 
 on: 2015-08-28 11:57:59 
Started by Cyraxx - Last post by CoDi^R
I was wondering if there is an integrated way in LibGDX to use multiple render targets. I saw that the FrameBuffer class only contains one ColorAttachment and you can't add more via in-built methods.

There isn't, I'm afraid. For our project I've copied and modified FrameBuffer to allow for multiple color attachment, alternate buffer formats, and an optional stencil buffer.

Should I use a SpriteBatch to render to the gBuffer or should I use meshes?

Doesn't matter, both work. You just need to be prepared to write and use custom shaders.

Should I just use LWJGL classes directly and avoid the LibGDX in-built ones or how should I do it?

The libGDX classes provide (almost) everything you need. There are only a few exceptions, e.g. OpenGL functions&constants not exposed in the GL20/GL30 interfaces because they are not supported by GLES.

Basically my question is how to implement Deferred Lighting in LibGDX.

It's just a matter of setting up multi-render-targets & shaders. Oh, and GL states. I found it relatively straightforward if you target desktop. Despite GL states. They suck. Wink

The nice thing about libGDX is that it moves out of your way if you say so, and lets you work with GL functions directly.

Please note that the useGL30 path has been updated with the latest release. It's not really been usable before that.

 96 
 on: 2015-08-28 10:34:09 
Started by elect - Last post by basil_
i'm game. the current jbullet port is pretty awkward (to me).

 97 
 on: 2015-08-28 09:56:52 
Started by CopyableCougar4 - Last post by nsigma
Julien has fought this wars of the APIs on JGO, spreading annoyance and misery to those involved. We had to close down entire boards ...

 Pointing

I sometimes wonder whether Julien is aware of the immense amount of harm he has done to something he professes to care about.  I've used both LWJGL and JOGL on different projects for different reasons - both have their pros and cons.  That anyone can show such religious fervour for a programming library is beyond me.  That JOGL doesn't have a solid and positive presence on JGO I find a shame.

 98 
 on: 2015-08-28 09:53:09 
Started by JonnyGingerKid - Last post by CoDi^R
Interesting. I stopped subtracting the height by Y (not exactly sure what the point of that is)

The reason for that is that Camera.unproject() expects screen coordinates with the origin (0/0) in the upper left corner, so Y points down.

 99 
 on: 2015-08-28 09:27:35 
Started by elect - Last post by KaiHH
Sure, it will be great! I would certainly like to use a modern bullet port.
But basically, with all open-source projects that start out: You somewhat have to have an intrinsic motivation to do it regardless of what other people think of it, and you should not care whether other people will like/use it or not. It should be benefitial to you in the first place.
Sure, you can have some extrinsic motivation by people telling you that they would like it. But the base motivation needs to be intrinsic.
So, please just start with it. Smiley

 100 
 on: 2015-08-28 09:01:48 
Started by elect - Last post by elect
Hi, I am evaluating porting bullet 3 to java (using also opencl via jocl), is there anyone who also is interested so that we may unite all our efforts?

I like what it is happing with JOML and I really hope we could do something similar

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