PolymerNG will use Vulkan and D3D12
#151 Posted 29 March 2016 - 11:18 AM
OR
ICD astounds us all when he finishes it. ( and it passes Eduke's board approval )
This post has been edited by Mark.: 29 March 2016 - 11:20 AM
#153 Posted 02 April 2016 - 04:27 PM
This post has been edited by icecoldduke: 02 April 2016 - 07:44 PM
#155 Posted 02 April 2016 - 05:44 PM
This post has been edited by icecoldduke: 03 April 2016 - 04:25 PM
#156 Posted 02 April 2016 - 06:00 PM
This post has been edited by Micky C: 02 April 2016 - 06:02 PM
#157 Posted 03 April 2016 - 02:33 AM
And is the icecoldduke's port from 2003 xD
This post has been edited by TON: 15 April 2016 - 01:51 AM
#158 Posted 03 April 2016 - 07:46 AM
TON, on 03 April 2016 - 02:33 AM, said:
And is the icecoldduke's port from 2003 xD
That port just won't die. A friend of mine at the studio I work at found that, lets just say the shit talking hasn't stopped since. .
This post has been edited by icecoldduke: 03 April 2016 - 07:49 AM
#159 Posted 03 April 2016 - 08:11 AM
icecoldduke, on 03 April 2016 - 07:46 AM, said:
Nice news. Do you remember how to add tga skins in models.txt?
The models appear white
#160 Posted 03 April 2016 - 08:16 AM
TON, on 03 April 2016 - 08:11 AM, said:
The models appear white
Nope.
#161 Posted 03 April 2016 - 08:22 AM
icecoldduke, on 23 November 2015 - 07:11 AM, said:
What I've already done:
- Created the new PolymerNG renderer - currently doesn't render anything yet.
- Created a RHI layer, so the renderer is API agnostic.
- Created external shader support that uses HLSL syntax and converts to GLSL. Also have smart shader functionality(e.g. automatic shader paremetor hookup).
- Math Support Functions(Vector, Matrix, etc).
What needs to be done:
- Deprecation of fixed function code that Polymer relies on in Polymost.
- Getting the Albedo pass on its feet, including the software occlusion system.
- Get deffered lighting system in.
- Shadow Mapping: We can already use what's in polymer already, but there are some things missing I'd like to get in.
What would be nice:
- Volumetric Light Scattering(Realtime God Rays) -- see below.
- Screen Space Reflection
- Tone Mapping
- Two specular map support
- G-Buffer
- Depth Of Field
- Subsurface Scattering.
- SSAO
BackLog:
- Phsyics
- Skeletal Models - FBX
#162 Posted 03 April 2016 - 08:56 AM
TON, on 03 April 2016 - 08:22 AM, said:
Fixed function removal is done, albedo pass is done for the dx12 version.
Right now I want to get the console version on it's feet and running. I think we can maybe appeal to a wider audience if eduke32 can run on the XB1 and run mods as well on the console. Some people on here might disagree with me, but that's going to be my goal going forward. With that I need to do some more work on the DX11 RHI layer(since the XB1 preview dev doesn't support DX12 yet). All of the previous goals apply, just now I'm going to support the XB1. I want to make that my primary development platform, only because it will be easier to support. It's a console, it has fixed hardware. All of the previous goals apply, but I want all of the above to work on Windows, and XB1. I don't plan on supporting Windows Phone, even though it should work, I don't care about the Windows Phone.
I wouldn't be able to get this on marketplace, this would mean though that everyone that wants to play eduke32 on the consoles, would have to enable dev mode on there consoles, then push the game from a PC to there XBOX. I can enable the push via a simple frontend interface. I can see a lot of ports doing this, and yes people will complain at first, but I can sort of see this type of sideloading becoming a acceptable annoyance going forward.
Yes you will be able to push the build over to the XB1 through WINE, or another type of Windows VM on Linux.
This post has been edited by icecoldduke: 03 April 2016 - 09:02 AM
#163 Posted 03 April 2016 - 09:22 AM
Do you need to sign up for a dev account to access this?
This post has been edited by Tea Monster: 03 April 2016 - 09:29 AM
#164 Posted 03 April 2016 - 09:41 AM
#165 Posted 03 April 2016 - 10:01 AM
TON, on 03 April 2016 - 02:33 AM, said:
That is possible in Polymer. However it cannot be added to the vanilla game because of the code used by projectiles.
This post has been edited by Fox: 03 April 2016 - 10:01 AM
#166 Posted 03 April 2016 - 10:20 AM
Tea Monster, on 03 April 2016 - 09:22 AM, said:
Do you need to sign up for a dev account to access this?
Yes you will need to sign up for a free dev account. The dev account doesn't cost any money. I have been able to switch easily between devkit mode and retail kit mode. I would love to support PS4 if Sony had a similar system in place.
This post has been edited by icecoldduke: 03 April 2016 - 04:25 PM
#167 Posted 03 April 2016 - 06:29 PM
#168 Posted 03 April 2016 - 06:41 PM
TerminX, on 03 April 2016 - 06:29 PM, said:
I've just been getting caught up with TerminX's legal issues, and looks like things are getting bad. Legally I believe I'm ok to continue working on the port, I'm just modifying code that falls under GPL or Ken's Build license, both of which allow porting, and releasing those code modifications that just happen to work on the XB1. If Gearbox is trying to strong arm TerminX, they might be trying to throw wrench in any project Gearbox believes will hurt there bottom line.
The above changes might change depending on the out come of TerminX's legal case, but for now please understand I don't want to get caught up in the madness .
For now I have decided against the above changes. I will provide binaries when it comes to release time.
This post has been edited by icecoldduke: 03 April 2016 - 09:21 PM
#169 Posted 04 April 2016 - 06:50 AM
#170 Posted 04 April 2016 - 08:42 AM
#171 Posted 04 April 2016 - 11:03 AM
#172 Posted 04 April 2016 - 12:16 PM
Tea Monster, on 04 April 2016 - 11:03 AM, said:
You mean so we can actually do work , pick the tools you want to use for your pipeline and I'll support those. Don't pick two of the same type of tool, for example I won't support 3ds max and maya, pick either or.
#173 Posted 04 April 2016 - 01:02 PM
As to modellers, Again, everyone nowadays uses FBX. Most apps can export that and there are plenty of tools that support it.
#175 Posted 04 April 2016 - 02:28 PM
icecoldduke, on 04 April 2016 - 12:16 PM, said:
No sure, if I should respond or not. If the below makes no sense, flush it.
1. Let the software makers approach the EDuke32 team to peddle their programs, for full integration. Like Autodesk, Allegorithmic etc did with Unity 3D and Unreal.
2. All I need from the engine maker (EDuke32 Team) is is what asset types work with it. FBX, good, Collada good, md5 good. (well we have md3 sort of working)
3. Same with texturing. Simply spell out the shader specs, and I can add nodes in my software (Genetica) to make it work for PBR, photo realistic, or whatever lighting system is used.
This post has been edited by Hank: 04 April 2016 - 03:16 PM
#176 Posted 04 April 2016 - 10:48 PM
md5 is a dog, with terrible support. The reason I dont bother modeling for duke now is because i am sick of having to jump through hoops with md3s
#177 Posted 05 April 2016 - 01:10 AM
#178 Posted 05 April 2016 - 01:57 AM
#179 Posted 05 April 2016 - 04:35 AM
Tea Monster, on 05 April 2016 - 01:57 AM, said:
MD5 will NOT be supported. FBX will be the supported file format.
#180 Posted 05 April 2016 - 05:02 AM
This post has been edited by TON: 05 April 2016 - 08:54 AM