DirectX 12 Ever?

Discuss about anything related to the Irrlicht Engine, or read announcements about any significant features or usage changes.
Dreadstew
Posts: 23
Joined: Wed Apr 01, 2015 5:18 pm

DirectX 12 Ever?

Post by Dreadstew »

Will there ever be DirectX 12 support? Honestly DirectX9 is way more than enough for me. I've tried learning how to do DirectX 12, Have a nice book by Frank Luna. But it is too much for me. Other engines like Unreal are not as straightforward to use as Irrlicht and they get in my way. I love Irrlichts design and hope someday It will have all the most modern features. I just came off of a crushing defeat trying to use Unreal. Their networking model is insanely silly. I can use winsock better and achieve nutty performance compared to unreal, which lagged with 1 client connected lul. I can spawn thousands of mobs each triggering messages sent over network get hundreds of frames/sec on my server lol.
CuteAlien
Admin
Posts: 9733
Joined: Mon Mar 06, 2006 2:25 pm
Location: Tübingen, Germany
Contact:

Re: DirectX 12 Ever?

Post by CuteAlien »

I hope we will get that one day. Or whatever driver is current by the time we get to it...
IRC: #irrlicht on irc.libera.chat
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
hendu
Posts: 2600
Joined: Sat Dec 18, 2010 12:53 pm

Re: DirectX 12 Ever?

Post by hendu »

With the GL driver, you can use advanced functionality right away, even on older Windows.
AReichl
Posts: 269
Joined: Wed Jul 13, 2011 2:34 pm

Re: DirectX 12 Ever?

Post by AReichl »

I don't want to reheat an old discussion, but i would go "all in" with ONLY OpenGL and everything around it ( Vulkan, SPIR-V [ openCL, GLSL ] ).
I know it's against the principle of Irrlicht, but maintaining different drivers is insane for such a small team.
Let's make a final version 1.9 ( and 1.9.1, ... ) and with 2.x we make a leap towards something new.
Then fewer people can really CONCENTRATE on features. Now it's virtually impossible to find subtle bugs like shadows not working in one demo
with DX9 but working with OpenGL and the other way around with another demo.
devsh
Competition winner
Posts: 2057
Joined: Tue Dec 09, 2008 6:00 pm
Location: UK
Contact:

Re: DirectX 12 Ever?

Post by devsh »

There's always IrrlichtBAW for advanced OpenGL
AReichl
Posts: 269
Joined: Wed Jul 13, 2011 2:34 pm

Re: DirectX 12 Ever?

Post by AReichl »

Would like to try, but cannot compile it ( Windows; Visual Studio; MinGW ).
devsh
Competition winner
Posts: 2057
Joined: Tue Dec 09, 2008 6:00 pm
Location: UK
Contact:

Re: DirectX 12 Ever?

Post by devsh »

Project should work for Windows 64bit Visual Studio MSVC... I'm completely at a loss as to why would someone compile on windows with MinGW :D
CuteAlien
Admin
Posts: 9733
Joined: Mon Mar 06, 2006 2:25 pm
Location: Tübingen, Germany
Contact:

Re: DirectX 12 Ever?

Post by CuteAlien »

Some resons for using MinGW:
- People don't want to work with proprietary tools
- Test if it compiles with g++ on Windows
- MinGW uses less disk-space (and especially doesn't need to install stuff on c: like VS always does, my precious SSD always weeps after each VS install)
- Users might need a library in the project which doesn't work with VS
- My person reason usually is: When developing cross-platform then using MinGW is simply easier as you don't have to work with 2 compilers
IRC: #irrlicht on irc.libera.chat
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
devsh
Competition winner
Posts: 2057
Joined: Tue Dec 09, 2008 6:00 pm
Location: UK
Contact:

Re: DirectX 12 Ever?

Post by devsh »

I can't understand reasons for mixing MinGW with VisualStudio

I can understand reasons for MinGW alone, I've used it on windows before
MartinVee
Posts: 139
Joined: Tue Aug 02, 2016 3:38 pm
Location: Québec, Canada

Re: DirectX 12 Ever?

Post by MartinVee »

Visual Studio is as good an IDE as any.

In fact, we're doing exactly this here.
CuteAlien
Admin
Posts: 9733
Joined: Mon Mar 06, 2006 2:25 pm
Location: Tübingen, Germany
Contact:

Re: DirectX 12 Ever?

Post by CuteAlien »

@devsh: Ah right, uncommon combination :-)
IRC: #irrlicht on irc.libera.chat
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
devsh
Competition winner
Posts: 2057
Joined: Tue Dec 09, 2008 6:00 pm
Location: UK
Contact:

Re: DirectX 12 Ever?

Post by devsh »

Can you try msvc first?

We could possibly resurrect the codeblocks project for Windows...
AReichl
Posts: 269
Joined: Wed Jul 13, 2011 2:34 pm

Re: DirectX 12 Ever?

Post by AReichl »

> I'm completely at a loss as to why would someone compile on windows with MinGW
Earning my money with writing portable programs.
And MinGW is closer to standard C++ ( C++11,14,17,...).
And i like Codeblocks ( because of the WxWidgets designer ) and Eclipse ( i am using
Cevelop, which is the better C++ Eclipse ) more.
Just a personal thing.
After i get it to compile with Visual Studio i will try MinGW and report back.
Mel
Competition winner
Posts: 2292
Joined: Wed May 07, 2008 11:40 am
Location: Granada, Spain

Re: DirectX 12 Ever?

Post by Mel »

On this, I say if there was someone skilled enough to write and maintain a DX12 driver, go ahead. If not, well, i don't know enough DX12 myself... And I still have my doubts about Irrlicht design being able to support, without major, breaking API, changes, something like DX12. We don't even have fully functional DX11 code yet and that project seems that went on hiatus.
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
Post Reply