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Re: The answer to life, the universe and unity3d
[Re: WretchedSid]
#444411
08/09/14 11:37
08/09/14 11:37
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Joined: Dec 2011
Posts: 1,823 Netherlands
Reconnoiter
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Joined: Dec 2011
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The NSA already have your current development version . About those tales of the old women, do they also mention the possibility to use c# with Rayne (in the future)?
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Re: The answer to life, the universe and unity3d
[Re: Reconnoiter]
#444421
08/09/14 21:01
08/09/14 21:01
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Joined: Apr 2007
Posts: 3,751 Canada
WretchedSid
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The old women, who normally are surprisingly chatty, suddenly become really quiet and you can hear the crickets in the distance.
No, but seriously, C# not from our side. You can write bindings for Rayne, no problem, but we won't provide them because we simply don't have the time nor resources to test and maintain them properly. We also lack the C# background, and everything we could offer would be supbar and would feel to much like C++, rather than C#.
But if anyone wants to write bindings, they are free to do so. And of course we would be more than happy to answer any questions that might come up with regards to Rayne and Rayne internals.
Shitlord by trade and passion. Graphics programmer at Laminar Research. I write blog posts at feresignum.com
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Re: The answer to life, the universe and unity3d
[Re: MasterQ32]
#444462
08/11/14 15:25
08/11/14 15:25
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Joined: Apr 2007
Posts: 3,751 Canada
WretchedSid
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Shitlord by trade and passion. Graphics programmer at Laminar Research. I write blog posts at feresignum.com
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Re: The answer to life, the universe and unity3d
[Re: WretchedSid]
#444463
08/11/14 15:25
08/11/14 15:25
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Joined: Apr 2007
Posts: 3,751 Canada
WretchedSid
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Shitlord by trade and passion. Graphics programmer at Laminar Research. I write blog posts at feresignum.com
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Re: The answer to life, the universe and unity3d
[Re: MasterQ32]
#444472
08/11/14 20:16
08/11/14 20:16
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Joined: Nov 2008
Posts: 946
the_clown
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I know they did so far, but as they wanted to extend the engine to support whichever graphics API the end user desires, I guessed given the formulation that Sid used it could be possible they implemented a parallel DX11 render path to test if it works.
EDIT: Heavily unrelated question, in one of the first posts here in this thread Sid had given an example on how to set up a custom application using Rayne; The process did however not include setting up an explicit program entry point (a main), but instead providing an ApplicationCreate function which instantiated and returned a child class of RN::Application. Am I right in assuming that you guys actually hide the program entry point within the engine library?
Last edited by the_clown; 08/11/14 20:21.
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