Originally Posted By: Hummel
I agree with Frank and btw: I offered jcl to write a node based editor, not only for shaders but also for an entire pipeline (setting up render targets and such stuff). But he refused. And I think I understand why. You can create advanced rendering frameworks with GS but eventually it lacks of engine internal optimisations. It simply doesnt make much sense. Acknex is thought to be an engine for small projects like casual games, simple shooters/RPGs or prototypes and jcl want to keep that and thats fine imo.


I can confirm this. I was working with two people on a sci-fi project, but we had to cancel it two weeks ago. We were using shaders for nearly all surfaces and gamestudio simply couldn't work with that with a good frame-rate. Support told us that we couldn't to that with Gamestudio. We tested a bigger scene also using shaders on all surfaces in Unity and it worked at more than 100 fps.

Last edited by painkiller; 06/04/11 14:41.

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