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7 registered members (fairtrader, Quad, miwok, Martin_HH, AndrewAMD, alibaba, dpn),
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DirectX 11
#375174
06/23/11 22:56
06/23/11 22:56
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Joined: May 2005
Posts: 2,713 Lübeck
Slin
OP
Expert
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OP
Expert
Joined: May 2005
Posts: 2,713
Lübeck
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As lately nearly everyone seems to use Windows 7 and seems to have Hardware supporting DirectX 11 features, I would actually really love to see gamestudio to take the step to an additional renderer using D3D 11. For most users it should not really change anything and those that want, could go crazy with stuff like geometry shaders and tesselation and just do some really advanced techdemos or whatever comes out of such experiments. And at least at the moment, it could still be possible to get it done before Unity or Torque do. Last time I read such a post here, I laught and thought what an idiot is posting such bullshit. But to me it now seems to be a good time to bring it up again, especially as you are moving away from DirectPlay and DirectAudio (or whatever it is called), which should finally make this switch not THAT much work. And some question: Is there a way to assign a material created at runtime to level geometry? If not, this is another feature request  . Thanks 
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Re: DirectX 11
[Re: Hummel]
#375198
06/24/11 08:58
06/24/11 08:58
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Joined: Jul 2005
Posts: 1,930 Austria
Dark_samurai
Serious User
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Serious User
Joined: Jul 2005
Posts: 1,930
Austria
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I think that for conitec, mobile platforms like android have higher priority at the moment (which is also great!).
ANet - A stable and secure network plugin with multi-zone, unlimited players, voip, server-list features,... (for A7/A8)! get free version
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Re: DirectX 11
[Re: Dark_samurai]
#375228
06/24/11 14:21
06/24/11 14:21
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Joined: Mar 2002
Posts: 7,726
old_bill
Senior Expert
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Senior Expert
Joined: Mar 2002
Posts: 7,726
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It's very unlikely to have an Android port (jcl has mentioned that serveral times before), because it's no DirectX based plattform....
Success is walking from failure to failure with no loss of enthusiasm.
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Re: DirectX 11
[Re: old_bill]
#375272
06/24/11 18:00
06/24/11 18:00
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Joined: Apr 2005
Posts: 4,506 Germany
fogman
Expert
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Expert
Joined: Apr 2005
Posts: 4,506
Germany
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Where did you get that? Quotes by jcl: When you want to port your project later to phone APIs such as Android with a future Gamestudio version, you will have to use create functions for engine objects.
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Android and Windows phones are possible target platforms for an A8 mobile version, and we're indeed looking into this. The iPhone is not so suited.
no science involved
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Re: DirectX 11
[Re: Slin]
#375305
06/24/11 20:46
06/24/11 20:46
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Joined: Oct 2007
Posts: 5,209 İstanbul, Turkey
Quad
Senior Expert
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Senior Expert
Joined: Oct 2007
Posts: 5,209
İstanbul, Turkey
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Engine is slowly getting rid of platform dependent libraries though. First DirectPlay and now the sound engine. The next main thing is the graphics renderer, mobile platforms would require an opengl es renderer.
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Re: DirectX 11
[Re: Quad]
#375386
06/25/11 11:32
06/25/11 11:32
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Joined: Nov 2008
Posts: 946
the_clown
User
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User
Joined: Nov 2008
Posts: 946
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Does Acknex even support DX10? Am asking because I don't miss any specific DX11 feature (though tesselation and bokeh would be cool), but some of the DX10 capacities. But as those come hand in hand with DX11 compatibility, I support Slins request.
Last edited by the_clown; 06/25/11 11:33.
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Re: DirectX 11
[Re: the_clown]
#375500
06/26/11 00:22
06/26/11 00:22
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Joined: Oct 2007
Posts: 5,209 İstanbul, Turkey
Quad
Senior Expert
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Senior Expert
Joined: Oct 2007
Posts: 5,209
İstanbul, Turkey
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dx10 is pretty much unfinished version of dx11.
like vista being unfinished version of 7
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Re: DirectX 11
[Re: Quad]
#375504
06/26/11 01:27
06/26/11 01:27
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Joined: Dec 2008
Posts: 1,218 Germany
Rackscha
Serious User
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Serious User
Joined: Dec 2008
Posts: 1,218
Germany
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@Quad: If i remember back..how long they used DX9 compared to DX10 o.O. Had a "bad" feeling about DX10 when they suddenly announced DX11.
MY Website with news of my projects: (for example my current Muliplayer Bomberman, GenesisPrecompiler for LiteC and TileMaster, an easy to use Tile editor) Sparetime-Development
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