New DX11 / 12 / Vulkan / WebGL Renderer by JFT90

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link3rn3l
Posts: 81
Joined: Wed Nov 15, 2006 5:51 pm

New DX11 / 12 / Vulkan / WebGL Renderer by JFT90

Post by link3rn3l »

New DX11 / 12 Renderer by JFT90 (Julius Tilly)

Create a new renderer is not practical, use a rendering backends as bgfx (is 100% best)


Download option on right (Github similar)....

https://gitlab.com/JFT/Irrlicht_extended/tree/master


Excelent and hard work , initial thread forum

http://irrlicht.sourceforge.net/forum/v ... =2&t=51418


Image

Thanks Again JFT90 .. !!! :D



...
Bennu (Best 2d and 3D dev-tool)
http://bennupack.blogspot.com

Pixtudio (Best 2D development tool)
http://pixtudiopack.blogspot.com

Bennu3D(3D Libs for bennu)
http://3dm8ee.blogspot.com/

Colombian Developers - Blog:
http://coldev.blogspot.com/
Shadow Creep
Posts: 1
Joined: Sun Jan 12, 2014 4:42 pm

Re: New DX11 / 12 / Vulkan / WebGL Renderer by JFT90

Post by Shadow Creep »

With this, will I be able to do anything in Irrlicht that I can do in BGFX?
link3rn3l
Posts: 81
Joined: Wed Nov 15, 2006 5:51 pm

Re: New DX11 / 12 / Vulkan / WebGL Renderer by JFT90

Post by link3rn3l »

Bgfx offers OpenGl, DirectX, Metal and soon Vulkan, DX12 and OpenVR ...

https://github.com/bkaradzic/bgfx

and speed improvements !!!
Bennu (Best 2d and 3D dev-tool)
http://bennupack.blogspot.com

Pixtudio (Best 2D development tool)
http://pixtudiopack.blogspot.com

Bennu3D(3D Libs for bennu)
http://3dm8ee.blogspot.com/

Colombian Developers - Blog:
http://coldev.blogspot.com/
JFT90
Posts: 22
Joined: Sun Jan 03, 2016 6:53 pm

Re: New DX11 / 12 / Vulkan / WebGL Renderer by JFT90

Post by JFT90 »

I just saw this post - You are welcome!
I am happy if it is useful for your projects.

We didn't implement all the standard materials other drivers offer since we don't need them in our project.
We require more customized materials/effects so we usually just write our own shaders.
Standard shadows are also not supported. We run our own implementation of shadowmapping based on XEffects.
The shaderpipeline is working great for us so far - when we encounter an error there we usually fix it right away in IrrlichtExtended.

Shaderc https://bkaradzic.github.io/bgfx/tools.html needs some time getting used to but once you get used to it, building
shaders for all rendering backends is easy.

Here is a sceenshot of a teststate of the game we are currently developing - using the bgfx renderer for: (triplanar mapping,multitexturing of the terrain with a splatmap, xeffects, gpu particles...)
Image

Whole source of the game we are currently building can be found here: https://gitlab.com/JFT/BT_By_KT

If you want to add features to the bgfx driver - you are welcome to help.
Irrlicht with bgfx-Driver https://gitlab.com/JFT/Irrlicht_extended (forked from Irrlicht trunk)
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