3d engine roadmap

About Monkey 2 Forums General Discussion 3d engine roadmap

This topic contains 24 replies, has 12 voices, and was last updated by  EdzUp 2 years, 2 months ago.

Viewing 10 posts - 16 through 25 (of 25 total)
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  • #6933

    Mark Sibly
    Keymaster

    supported since Android 4.3

    …sort of:

    Caution: Support of the OpenGL ES 3.0 API on a device requires an implementation of this graphics pipeline provided by the device manufacturer. A device running Android 4.3 or higher may not supportthe OpenGL ES 3.0 API. For information on checking what version of OpenGL ES is supported at run time, see Checking OpenGL ES Version.

    If you can come up with any figures re: gles2/3 etc adoption in general I’d love to see them! On PC, gles2.0==d3d9 and gles3.0==d3d11.

    And, just curious, but what ‘gles3.0’ specific features would you want to use the most?

    Gles 3 is supposed to be 100% retro-compatible with gles 2 so it’s a kind of non-issue to me..

    Yes, this does make adding’ gles3.0 support at a future date much easier!

    #6937

    AdamStrange
    Participant

    @Mark (Slightly off rant) I know you were looking for help with 3d models. I can provide low and ultra low poly models with color, uv, etc to your requirements (I’ve got a low post modeller here and can quickly write any type of exporter).

     

    Let me know if you need anything? 😉

    Here’s a link to the modeller so you can get a flavour of what can be done…

    https://adamstrange.itch.io/rameses

    #6938

    taumel
    Spectator

    @Mark
    Shit is not swearing (which btw. you’re into on your own, if i remember your activity on the net correctly) but it describes how gles2 feels like, whilst being this old, considering the drawbacks it comes with and its function often as a fallback less devs utalise because the market changes.

    The metaphors make sense if you understand the meaning behind.

    I’m not fond of emscripten and was against html5 because i know how web development works, the problems which are involved, … and it was easy to see that it won’t take off and turns more into a waste of resources which could be spent more wisely on other aspects.

    And the same is likely to happen if you concentrate on aspects which aren’t relevant to the market today. But as far as i know, you’ve never made it clear for whom you’re writing what exactly. So, is it to please primary yourself? Do you intend to offer some benefits for others too? How would you describe the target audience of your product? Why do you think new devs will be attracted by the tool? Do you plan to listen to feedback? Do you plan to get some basic engine for yourself done, then quit and working on a game using what has been finished till then?

    Due to your lack of communication it’s not clear what your intentions are and your track record isn’t saying: Trust me, give me time and money and everything will automagically end up being fine. That’s not how it worked out the last two times.

    Add on top of a lack of business sense, then it’s hard to survive and the lights got out for BRL already. Now it’s Patreon and with the help from the Blitz and Monkey-X communities it was enough to gave birth to an alpha of monkey2. After that, without the help of some brave souls, the lights would have gone out again.

    So yes, it seems to make sense to reflect and having a open and honest discussions about what you want and what people want and if there could be some consensus about where we want to go and how we do this best. And if there show up real conflicts, it could safe some peoples’ time and money. It doesn’t need some magic but some common sense, respect for each other and good manners to sort things out.

    You know, talking to you, and i heard this from others too, is like talking to a black hole, a lot of goodwill, feedback and offering help goes in but nothing ever comes back. Not a good starting point for helping each other out and a rather false description considering that allegedly there never has been input/facts/reasonable suggestions.

    This reminds me of how to sell a song. The whole song doesn’t need to be great but it needs a hook, people get interested in. gles3 offers a number of such hooks devs could get attracted to but no talk about such things yet.

    As for Simon, he’s old enough to speak for himself and contrary to him, i offered facts within all of my posts, in some way or another. If he did the same, we could have had a conversation but certainly not the mediocre way.

    #6941

    EdzUp
    Participant

    I would like to see a Blitz3d engine for mx2 brought upto date for today’s audience. Over the years there have been loads of requests for road maps all of which failed and sometimes the project with them so to this end it’s probably best to glean as much as you can from the blog instead.

     

    On the Si front he does seem to be a very “energetic” BRL fan boy that any slightest negativity towards BRL is met with a tirade or threat of banning, for me this is not a good way to have a discussion yes people won’t agree with you 100% of the time it’s the fabric  of life we don’t always agree. To make draconian moves to people who state past failures doesn’t help BRL’s image what would be better is a discussion about where it went wrong and how lessons have been learned.

    #6943

    dmaz
    Participant

    Roadmaps are not as hard as people think! all it needs to be is a list of
    – what you were working on
    – what you are currently working on
    – what you will be working on next
    – what you would like to work on in the future

    Mark used to have a roadmap on this site and it was fine. the only issue was that when he finished something he removed the item. that wrong…. you just mark it “done”. and for things you aren’t going to do anymore, mark “abandoned”. simple

    #6956

    taumel
    Spectator

    @roadmaps
    I think Mark got more open to share some of his thoughts than he ever was before but it also doesn’t feel consistent and there isn’t room for a dialogue with influence which can make you feel frustrated because you might be thinking: Oh man, really, he’s working on these things whilst all that other stuff is way more important.

    Roadmaps don’t hurt. Sometimes they can motivate you getting things done. Sometimes you can make those things happen, sometimes you need to delay stuff, somtimes things don’t work out as expected and change completely. At best they keep you on track, your audience up to date and offer a possibility to interact with your users and based on this feedback having an influence on your work for the better.

    @availablility
    As for improvements, the current situation is awful for new people getting into monkey2. Learning a new tool already takes time & effort, so you want to make this as easy and transparent as possible. You don’t do this by offering outdated binaries or going through compilation issues. You offer the latest binaries and tested working ready for compilation packages. Otherwise you’ve lost some of those potential new devs/customers already. People (at least those i know) support stuff because they like it, not in order to avoid obstacles. Did i mention docs?

    @3d engine
    And this brings me back to the 3d engine. You have to be very clear about what the purpose of mojo3d is. Is it primary for Mark personally or is it for an audience. Which audience does he wants to target? A certain percentage of the Blitz crowd certainly is fine with a max3d like mojo3d already but this is not what devs from outside will be happy with because 3D has evolved a lot. Therefore certain features Mark was talking about are rather nonsense and others would be very much needed.

    Dunno, all these things are obvious when you look at how 3d content is being created these days (just looking at gfx), some devs might use a toolchain like zBrush, Modo, Maya, Photoshop and Substance (or for the smaller budgets Blender and some local/free paint app like Pixelmator/Gimp on OS X). As 3D game engines many use Unity and Unreal. Todays hardware and APIs, these tools and the options they offer define the current workflow. FBX is a popular way to exchange models. If assimp can’t deal with FBX properly, it’s rather worthless. A.o. the tool vendors are trying to get physical based definitions more easily from one tool to the others. This also illustrates how outdated the thinking about if a game editor makes sense or not is. Anyway without going further into details, this is what you’re dealing with in the world outside of Blitz.

    To really get people interested form outside, you’ll have to offer something ‘good’, people are already familiar with and some of Blitz’s own quality. In my opinion this doesn’t involve many (and outdated) platforms on a gles2 level. This is about some of the cool features gles3 offers plus a working simple fun experience for platforms which matter.

    #6973

    Mark Sibly
    Keymaster

    Taumel, I don’t care what you consider swearing, this is my site and if you can’t play by my rules please get your kicks elsewhere.

    #7010

    maverick69
    Participant

    your track record isn’t saying: Trust me, give me time and money and everything will automagically end up being fine. That’s not how it worked out the last two times.

    Good joke. I’ve used Marks products since the good old’ Amiga times and he always delivered. I’ve used BlitzBasic 2 (Amiga), BlitzBasic (PC), Blitz3D, BlitzMax and Monkey and they all helped me to be very productive. Indeed what’s Mark’s track record is saying that you can trust him to deliver a highly productive programming language.

    #7029

    Mark Sibly
    Keymaster

    Thank you!

    #7031

    EdzUp
    Participant

    @maverick69 I agree with you to a certain degree yes the languages are amazing pieces of code if it wasn’t for a few mishaps along the way it would be rock solid.

    Mishaps being max3d, stating publicly that MonkeyX1 is flawed. Both of these things didn’t help BRLs rep but personally I hope MonkeyX2 actually takes off which is why I sent the PayPal donation (I would pledge if I could but at present finds are tighter than Italian waiters slacks).

     

    I will continue to keep an eye on it though and will definitely look at mojo3d when it hits. One thing BRL are really good at is prototyping languages where you can quickly test an idea or effect in a few lines of code it’s their strongest point they put Rapid into the RAD acronym 🙂

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