Direct X

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Re: Direct X

by ibm5155 » Wed Aug 08, 2012 5:47 pm

Like rage xD

Re: Direct X

by VGA » Tue Jul 24, 2012 7:28 pm

FLYBAT wrote:I wonder what DirectX Doom will look like... Imagine sprites that cast shadows! Imagine that your vision is blurry when you are underwater! Imagine the gradient lighting not only for walls, but for actors!
I'm just curious, will it happen or not?
You underestimate OpenGL capabilities :mrgreen:

There are high-budget games like Doom3 and Brink that use it.

Re: Direct X

by randi » Sat Jul 21, 2012 10:34 pm

FLYBAT wrote:I wonder what DirectX Doom will look like...
It would look like ZDoom, since ZDoom is the only maintained port that uses DirectX on Windows instead of SDL.

Re: Direct X

by Kinsie » Sat Jul 21, 2012 10:20 pm

Nash wrote:How is Source engine running on Mac anyway? Did they use a wrapper? Or did they change the renderer to SDL?
They use their own Direct3D>OpenGL translator, yeah. That way they don't have to write every shader twice.
Gez wrote:SDL? Ha. Not unless they are masochists.
They just hired the creator of SDL to work on the Linux version of Source, actually.

Re: Direct X

by Gez » Thu Jul 19, 2012 4:32 pm

SDL? Ha. Not unless they are masochists.

Wikipedia sez: "Direct3D rendering on Microsoft Windows PCs, Xbox and Xbox 360, OpenGL rendering on Mac OS X and the PlayStation 3." Mystery solved.

Re: Direct X

by Nash » Thu Jul 19, 2012 4:20 pm

Right. Well, I don't know the code that much, but I remember the renderer code being totally separated from the game code. In that case, the game would most probably make use of a plugin system for renderers. Of course this all means nothing when no one is interested in coding it...

How is Source engine running on Mac anyway? Did they use a wrapper? Or did they change the renderer to SDL?

Re: Direct X

by Gez » Thu Jul 19, 2012 4:16 pm

FLYBAT wrote:I wonder what DirectX Doom will look like...
Imagine no longer!

Nash wrote:(It would be great to see GZDoom use Direct3D instead of OpenGL)
All Linux and Mac users would agree 100% with that sentiment, I am sure.

Re: Direct X

by NotAGoodName » Thu Jul 19, 2012 4:15 pm

It might be possible to wrap GZDoom with GLDirect. There's the old GLDirect that wrapped to D3D8 and a newer source upload you can find that wraps to D3D9. Unfortunately, I've never tested it on a capable computer and don't have the opportunity right now, so I can't promise that it would even attempt to render before an error. Also, even if it works, the usefulness of doing so is questionable.

Re: Direct X

by Nash » Thu Jul 19, 2012 4:07 pm

What you probably really mean is support for custom shaders, which I don't really see happening to the software renderer anytime soon... and *could* be possible with GZDoom if there was a way to hook user shaders (via GLSL) into the render pipeline...

(It would be great to see GZDoom use Direct3D instead of OpenGL but also I don't see that happening anytime soon)

Direct X

by FLYBAT » Thu Jul 19, 2012 3:44 pm

I wonder what DirectX Doom will look like... Imagine sprites that cast shadows! Imagine that your vision is blurry when you are underwater! Imagine the gradient lighting not only for walls, but for actors!
I'm just curious, will it happen or not?

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