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solenoidz

Member Since 07 Feb 2009
Offline Last Active Oct 24 2014 11:43 AM

Posts I've Made

In Topic: Deploy a DirectX 9.0 application through Wine on Linux

17 September 2014 - 11:41 PM

Ok, thanks. I know about this tool, but I'm trying to avoid porting all together if possible :)

I mean, people at Wine put so big effort to translate D3D calls to OpenGL calls under Mac and Linux and it would be great if that could be used directly, without porting on my side.


In Topic: Intel HD 3000, the assimp library and this example

11 April 2014 - 08:38 AM

Maybe your are facing a similar issue :

http://h10025.www1.hp.com/ewfrf/wc/document?cc=us&lc=en&docname=c02948560

http://stackoverflow.com/questions/16823372/forcing-machine-to-use-dedicated-graphics-card


In Topic: Direct X 11 really worth it?

18 January 2014 - 09:45 AM

 

How many devices and platforms I can target, if I invest time in learning OpenGL-like APIs. PlayStation 3/PS4, WebGL, Android, iOS, Linux, Mac and of course all versions of Windows ?

Not to disagree with your other points (tying D3D to Windows upgrades *is* stupid) -- but I would not call GCM/GCX OpenGL-like in the slightest. If you're porting to PS4, you're learning a new/different API, that's probably closest to Mantle, then D3D11, then GL4.

 

I meant using PSGL which is OpenGL ES 1(.1) compilant + support for vertex array objects and nVidia Cg shaders. So for example, if I decide to use OpenGL ES 1.0, I cant target Windows all versions, Web browsers all versions(WebGL) ( even IE maybe), iOS, Android, Linux, Mac and PlayStation 3(throught PSGL, though I heard of it's terible performance). 

 

APIs -- even if that just means the GLES2, WebGL, GL2.1, GL3, and GL4 ways of doing things! ;-)

 

DX9, DX10, DX11 also have differences in implemenation.

 

@

mark ds

Yep, I'm trying to make such a framework too, but then it comes the language difference... For example, for some of the platforms you use Java, some use C++, some Objective C etc..


In Topic: Direct X 11 really worth it?

17 January 2014 - 07:02 AM

I'm in a pretty similar dilemma or even trilemma. I have a DX9.0 engine and when I see where Microsoft is going with DX 11+ I don't like it. They made that thing in the past - DX10 was exclusive to Vista and Win7, now DX11.2 is exclusive to Win8.1 and so on. I had a WinXP box and I was stuck to develop with DX9. Than I started to look in OpenGL direction, where I could use the latest version on WinXP. 

I'm thinking about these things lately :

 

1. Is OpenGL in general(including OpenGL ES) is worth learning more than DX in the long run.

2. Is OpenGL game "market share" is growing ? How many devices and platforms I can target, if I invest time in learning OpenGL-like APIs. PlayStation 3/PS4, WebGL, Android, iOS, Linux, Mac and of course all versions of Windows ?

3. Is SteamOS and SteamBox, really going to affect the PC game market in favour to Linux and OpenGL ?

 

As a small indie developer, I need to know what is worth learning and what is going to fade in the future. I don't know exactly what platform I'm going to target in the long run.

Now I'm making a Windows game, tomorrow I could be making an iOS or Android game, or even a PS4 game. If I'm proficient in OpenGL style of programming can I be more competitive and flexible to jump between platforms.

 

Is sticking to DX11 ( and Win7/8 and eventually XBOX) is going to give me more than sticking to OpenGL 4+ and other OpenGL's to cover all the other platforms ? 


In Topic: Global illumination techniques

30 September 2013 - 01:05 PM

Thank you, people. The floating point texture that stores color and number of time a pixel has beed lit + selecting closest pixels to each probe by this kind of rendering were interesting things to know.


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