3000th commit - IrrlichtBAW (GIT repo, v 0.3.0-gamma1)

Discuss about anything related to the Irrlicht Engine, or read announcements about any significant features or usage changes.
devsh
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Re: Linear Color Space - BAW Irrlicht (GIT repo, v 0.3.0-bet

Post by devsh »

Quite a few developers and work is picking up pace, we expect to be able to shade in Linear Space next month and full UHD HDR Rendering will come very soon also.

Expect to see something amazing.
devsh
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Re: Linear Color Space - BAW Irrlicht (GIT repo, v 0.3.0-bet

Post by devsh »

Building IrrBaW has become a 4-click affair (configure, generate, open, build) in your favourite IDE.

All dependencies pull automagically and with no system-wide installs!

(You may need a few build-tools installed first)
https://github.com/buildaworldnet/Irrli ... he-Library

(use the sRGB branch, soon to be merged)
devsh
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Re: Linear Color Space - BAW Irrlicht (GIT repo, v 0.3.0-bet

Post by devsh »

P.S. The build system returns FALSE ERRORS, everything works fine but user gets confusing error messages. We're working hard to fix
https://github.com/buildaworldnet/Irrli ... issues/269
https://github.com/buildaworldnet/Irrli ... issues/285
devsh
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Re: Linear Color Space - BAW Irrlicht (GIT repo, v 0.3.0-bet

Post by devsh »

https://github.com/buildaworldnet/Irrli ... 3.0-gamma1
Asset Pipeline finally merged, now you can load models and images in threads while maintaining a cache safely.

All Vulkan and OpenGL supported texture, storage image and vertex color formats are supported, and there are C++ inline functions to convert between most formats not covered by patents.

sRGB Framebuffer is now used and images are loading and reporting their color formats correctly.

Most dependencies done as submodules, CMake configure script updates them as needed.
If git, CMake, Python, PERL, OpenGL (and NASM on Windows) are present then this is an easy 3 click build.

New CEGUI and Bullet middleware integration examples, with a framework for future extensions provided by @manhnt9.

Minor things:

Smooth Normal computation by @Przemog1
Our own smart_refctd_ptr that mimicks shared_ptr without the overhead and memory cost
Precompiled Headers are used on the Irrlicht and IrrlichtServer targets
Got rid of >50% of the compiler warnings when compiling the library
Linux now builds with Ninja and CodeLite
Allocators used for many many things (can now have custom allocators back ICPUBuffers and Memory Files)
WARNING: As this is a pre-release, the convert2BAW tool is not operational yet!
robmar
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Re: GPU Raytracing - IrrlichtBAW (GIT repo, v 0.3.0-gamma1)

Post by robmar »

The shadows are ray-traced?! Looks good!
Would to good to hear the hardware used, RTX GPU?. and framerate achieved?
Has any work been started for a Vulkan driver?
devsh
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Re: GPU Raytracing - IrrlichtBAW (GIT repo, v 0.3.0-gamma1)

Post by devsh »

Shadows are raytraced, one algorithm for everything, area light, skylight, line light, point light, etc.

no RTX needed, just OpenCL, runs on everything IrrBaW always ran (OpenCL 1.2 + OpenGL 4.4) even Intel HD Graphics.

HD Graphics 620 and Nvidia 1050 Mobile give the same perf, simple scenes are instant, between 50 to 500 MRay/s (more on dedicated GPUs) not counting the primary visibility (that's rasterized)

its better to count in MRay/s since you can just divide by screen resolution, number of bounces and "samples per pixel" to get your target FPS, in our case with 720p its pretty much realtime.


Vulkan driver is 40% done, we're going frontend to backend, so the engine-API is changing first before we hook up Vulkan to it.
netpipe
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Re: GPU Raytracing - IrrlichtBAW (GIT repo, v 0.3.0-gamma1)

Post by netpipe »

Image try some virtual folders for ease of use. here is rough draft sofar http://www.netpipe.ca/paste/paste.php?id=39
Live long and phosphor!
-- https://github.com/netpipe/Luna Game Engine Status 95%
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