Comments (8)
Also DX12 usage is limited to win 10 only and using too many templates which cause code bloat and unwanted behaviours and heap allocated objects and interfaces aren't cheap and excessive use of them cause lag and slows the game and the architecture isn't pretty at all.
from inline-engine.
Hi, we are targeting DirectX12 & Vulkan -> Pc (Windows, Linux, Mac), Console, really high end mobile devices maybe. Tesselation is available on mobile devices since OpenGL ES 3.1 also from Metal 1.0 or 1.2 there is tesselation. We are not only targeting gaming, but other fields in filming and any interactive entertainment, like Unity and UE4 do.
This year we are aiming to finish a benchmark software like unigine.com, long term is game engine dev.
I searched for "Game Engine" via github page, and from day to day I'm searching for good candidates.
from inline-engine.
I think our Graph based pipeline is pretty and well designed, we used templates where feasible, leaving no runtime cost behind. heap allocated objects aren't cheap? What if we overload the new keyword? interfaces aren't cheap? It's cheap compared to the calculations done in one frame, and there are other patterns which we can use instead of interfaces, but trust my this will be not a bottleneck...
from inline-engine.
Contact me at [email protected] if you are interested.
from inline-engine.
You are limiting your user database already? This is a promising small game engine with focus to finish it and get audience, targeting high end devices isn't beneficial for you, and you should consider getting more catchy unique name searching inline on google have many results...
from inline-engine.
Targeting non high end devices is boring. Our name isn't catchy but our fate isn't defined by our name.
from inline-engine.
Boring? Unity "the most famous" targets low end dx9 as well as high end, also the API never made a game prettier or uglier it depends on the developer himself and most of award winning games were designed for mid end devices dx10 capable, for example gta iv , v on PC is a shit due to bad port and design while cod and bf or fallout are absolute masterpieces which don't even require 8 gbs of ram, slowing down operations due to bad design require more powerful pc to run the game that's why most games have high requirements cause of their shitty developers, anything done on a high end can be done on low end but with careful and well designed engine ignoring good architecture and design require more powerful pc
from inline-engine.
Look we target highest end, that doesn't mean the user will not be able to decrease the graphics for his mid level gaming pc. We know it's important to reach wide audience don't worry. Agree, our engine will be high performance, we have the knowledge and experience. We are just aiming for super crazy graphics in our tech demo + benchmark software which should be slow on the best computers too. Because we will use tons of well optimized shaders. Not just some of them.
from inline-engine.
Related Issues (20)
- Track root signatures and PSOs along with resources
- Volatile and non-volatile pipeline resources
- Make forward render parameters optional HOT 1
- Color<T> arithmetic operators return references HOT 1
- Not compiling HOT 1
- DepthReduction
- DepthReductionFinal
- Pipeline refactor HOT 2
- DepthReductionFinal crashes HOT 1
- Add port names to nodes HOT 1
- Make sure nodes work without a directional light in scene
- Dangerous use of statics
- Logo Proposal HOT 2
- Infinite loop/race condition in coro Fence HOT 1
- API and design improvements for gxeng node system
- Make gxeng Scheduler pull-based HOT 1
- Graph Systems for GameLogic
- Hooks/Phases/Stepsfor Simulation HOT 1
- Clean up entity resources HOT 1
- Clean up entity transform HOT 1
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from inline-engine.