• Advertisement
  • Popular Tags

  • Popular Now

  • Advertisement
  • Similar Content

    • By Matthew Suttles
      I am looking for team members to potentially collaborate on the development of various game projects as well as assistant applications potentially, tabletop games for example.  At the moment, I am doing the entire production on my own, which as a result is incredibly slow.  Any contributions will of course be credited, and as far as experience or skills, if you're confident that you can accomplish the tasks, then I'm more than willing to allow you to try.
      The biggest need at the moment is some art skills.  I 'can' draw, but not well, which means that if I'm going for positive asthetics, that it's going to take all year.  In my 2D games, and 3D games, art has been the one hold up.  I'm currently trying to work around the art issue, using placeholders and the likes, but the result is that no matter how far I take the game in concept, it's still lightyears from completion.  The more I accomplish, the more art assets will be needed to utilize it.  I intend to work on my own skills still in this department, but that being said, people who just want to get their art into a product, or people who want to expand their portfolio, are more than welcome to take over the production of art assets.  If you only have experience in pixel art, that's fine, I have a pixel art project on-going.  If you only 3D model, that's fine too, I've had some success in concept art and the likes, and helpful friends as well. Are you more the writing type?  Me too, we can bounce ideas back and forth, help solidify the storyline and concepts as we go on into the development process. Business minded?  I'd love to learn more by seeing how you work.
      I will say that, while I am working to advance my skills in all facets of game development, though my primary focus is programming, that being said I will always welcome a comrade, or ally.  Your position as a team member will not be nullified if I become able to fulfill the role.  The fact of the matter is, a team can accomplish more.  I do work a LOT on these projects, but I do understand that if you are joining this team, you aren't doing so for the wealth, meaning you likely have responsibilities elsewhere.  So, do not hesitate to contact me. If you are a beginner, looking to learn by practice, then you are welcome to come as well. We will utilize the best suited works for any development done, but it will always be merit based, meaning that whether you're a beginner that just joined, or me, if yours is more suited to the situation, yours will be used, and you will be credited for it.  Students, hobbyists, or professionals, all welcome.  If you're a professional though, I'm going to wonder why you are joining, but you are still welcome to join!
      Samples are always welcome, but if you don't have any, or don't know what to submit to the diversity of my product description, then just contact me, elaborate on what you do, and I'll give you a subject.  One that will not be used unless you join the team, of that you have my word.
      Matthew Suttles,
      Seik Luceid#9656 on Discord, luceid.dezeir on Skype, or MatthewSuttles@Gmail.com
      You can also respond to this thread though response time may be slower.
    • By Damnwing0405
      I am looking for talents to form a team of making a strategy base action game. Talents I am currently looking for are : -
      (I) Unity programmer (mobile)
      (II) Game designer
      (III) 3d Artist
      (IV) SFX Artist
      The attachment is some game concept for the game. All the concept will be turn into 3d or card form. The game will be strategy game where the players can form their own team and control the units in the battle field real time to fight against each others.  If you are interested to know more details please pm me or send an email to damnwing0405@gmail.com

    • By bsudheer
      Leap Leap Leap! is a fast-paced, endless running game where you leap from rooftop to rooftop in a computer simulated world.

      This is a free run game and get excited by this fabulous computer simulated world of skyscrapers and surreal colors in parallax effect. On your way, collect cubes and revival points as many as you can to make a long run.

      Features of Leap Leap Leap:
      -Option of two themes: Black or White.
      -Simple one touch gameplay.
      -Attractive art.
      -Effective use of parallax.
      To Download the game:
      Playstore: https://play.google.com/store/apps/details?id=com.avakaigames.leap
      Appstore: https://itunes.apple.com/us/app/leap-leap-leap/id683764406?mt=8

    • By BillyGD

      Play Flick Football 3D @ https://gamejolt.com/games/flickfootball3d/326078
      Check out our Facebook page @ https://www.facebook.com/FlickFootball3D/
      Flick Football 3D is a turn based football game inspired by the table top classic 'Subbuteo'.
      The game is currently in very early Alpha development. There is still a lot to be done before the first proper release but I have decided to release this playable version to get as much feedback as possible.
      The only game mode currently available in this release is the 'Practice Mode' which gives you control of both teams. Either play against yourself to get used to how the game works or play against friends and family on the same computer!
      Planned Future Features Include:
      -Take control of your own custom team in the single player campaign.
      -Play in online leagues and tournaments against other players in the multiplayer mode.
      -Fully customisable stadiums to make you stand out from the rest of the players.
      -Improve your players stats and skills by playing matches and setting up training sessions.
      Flick Football 3D is available for Windows, Mac and Browser.
      Thank you for viewing my game, all feedback is greatly appreciated. I can be contacted at; BillyGDev@outlook.com
      'Flick Football 3D' is also the development name for the game and I haven't yet decided what the full release will be called, so if you have any ideas please drop me a message!
    • By drcrack
      It is a combination of fundamental RPG elements and challenging, session-based MOBA elements. Having features such as creating your unique build, customizing your outfit and preparing synergic team compositions with friends, players can brave dangerous adventures or merciless arena fights against deadly creatures and skilled players alike.

      This time with no grinding and no pay to win features.

      We're still looking for:
      1) 3D Character Artist
      2) 3D Environment Artist
      3) Animator
      4) Sound Designer
      5) VFX Artist

      Discord https://discord.gg/zXpY29V or drcrack#4575
  • Advertisement
  • Advertisement
Sign in to follow this  

Unity Supporting multiple graphics apis

This topic is 3226 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Some time ago I asked a simeler question http://www.gamedev.net/community/forums/topic.asp?topic_id=506645. Based on the answers I got there Ive now implemented a fairly fully featured object orientated system with support for D3D9 and D3D10. The actaul implementations are implemented in dlls (Direct3D9.dll, and Direct3D10.dll), which I load dynamically with LoadLibrary (which one depending on which the user selected in options/or the highest supported version by default), do a bunch of checks to help stop bad things from happening (version, debug, etc) before finally calling "IGraphics *CreateGraphics(Size2<unsigned> size, HWND window)" which is a exported function with the C calling convention (cause it easy to use GetProcAddress on). This all works very nicely, with the implementation hidden away in a dll and well defined behaivours for the diffrent interfaces. However recently I saw several people complaining about other libraries (I think ORGE3D was a major one) which used interfaces in a simeler way resulting in almost all graphics calls by a program requireing a virtual call. Having thaught about it I still really cannot see another way of implementing more than one graphics system in a given app...Is there some method that avoids the virtual calls for graphics methods but still allows a game to support more than one graphics backend?

Share this post

Link to post
Share on other sites
You can avoid the virtual calls, but only by selecting the backend at compile-time or link-time.

If you want the ability to choose the backend at runtime, you will need virtual calls.

Alternatively, you can compile your app for all cases and choose which app to launch at runtime.

Share this post

Link to post
Share on other sites
Last time I looked at Ogre they had a prolific use of virtual functions, naturally if you want to select the backend at runtime then runtime dispatch is necessary but it can get to a point at which you're losing a lot of cycles just to make these calls, like when you end up having three virtual calls to identify a texture, another couple in order to bind it, and so on.

The higher you build your abstraction then the fewer virtual calls you need to have, but at the cost of reduced fine grain control over lower level resources.

[Edited by - dmatter on May 21, 2009 1:12:10 PM]

Share this post

Link to post
Share on other sites
I think one of the big complaints going around lately has been about how Ogre makes heavy use of dynamic polymorphism with all their resources. Things like textures having a common base class and then deriving an openGL texture or a directx texture and having all the interfaces virtual. Things like this could have been avoided by using static polymorphism. It's all about the templates for this sort of thing so that things can be resolved at compile time. Just have to be smart with it so you don't get template code bloat.

Share this post

Link to post
Share on other sites
Well currently the virtual calls are mainly just across the interfaces, which are not used within the implementations themselves (ie the sprite implementation calls the texture implementation methods directly).

So I guess its as good as it can be in that case. Since the gam/app doesnt know about the implementations at all beyond being given the name of a dll to load.

Share this post

Link to post
Share on other sites
You could avoid some virtual calls by abstracting things in a different way.

For example if you wanted setting render states to be non virtual you can make your engines render state setting calls just update some API neutral data structure, and only do the actual setting when you get to a draw call (which is virtual).

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement