Vulkan&Android - BAW Irrlicht (GIT repo, v 0.3.0-alpha1)

Discuss about anything related to the Irrlicht Engine, or read announcements about any significant features or usage changes.

Re: Cubemap Textures - BAW Irrlicht (GIT repo, v 0.2.5)

Postby devsh » Mon Jan 29, 2018 11:47 am

Native binary format coming which will save and load animated meshes, static meshes, all texture types etc.

As well as some documentation.
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Re: Cubemap Textures - BAW Irrlicht (GIT repo, v 0.2.5)

Postby devsh » Thu Feb 01, 2018 10:16 pm

Added Multisample Textures and Texture Arrays.
https://github.com/buildaworldnet/IrrlichtBAW/commit/852f2b9a78aad71f825d6c5622effdb2a3e2defb

Have your deferred in MSAA!
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Re: Cubemap Textures - BAW Irrlicht (GIT repo, v 0.2.5)

Postby devsh » Thu Feb 01, 2018 11:37 pm

Showed in an example how to do a programmable MSAA resolve with a shader
https://github.com/buildaworldnet/IrrlichtBAW/commit/614863a0443c3a52d939fdb139807249a377d46a
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Re: Cubemap Textures - BAW Irrlicht (GIT repo, v 0.2.5)

Postby devsh » Fri Feb 02, 2018 11:29 am

Example with shadows got upgraded and optimized:
https://github.com/buildaworldnet/IrrlichtBAW/commit/3e6e526ed74f3e9fca7ffee68c528c5f76791858

1+ Million Polygons, 625 mobs, moving light, 56FPS
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Order Independent Transparency- BAW Irrlicht (GIT repo, v 0.

Postby devsh » Sat Feb 10, 2018 9:52 am

My modified take on Stencil Routed K-Buffer
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Re: Help Wanted - BAW Irrlicht (GIT repo, v 0.2.5)

Postby devsh » Mon Feb 19, 2018 7:51 pm

Added our own binary format, compression and encryption coming soon.

We made a comparison in loading a 18mb binary .x file

DEBUG:
60000ms for .x
40ms for .baw

RELEASE:
1800ms for .x
14ms for .baw

This means we are hitting the disk-read-speed bottleneck.


Known issue: Loading skinned meshes from a .baw file leaks memory.
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Re: Help Wanted - BAW Irrlicht (GIT repo, v 0.2.5)

Postby devsh » Thu Mar 29, 2018 11:51 am

Fixes:
Fixed all memory leaks.
Added safe bitfield export and import on serializable classes

Core:
Moved to C++11
Added AES128 Encryption, LZMA compression and GCM auth to BAW format
Added per-context state tracking for non-shareable opengl container objects such as active VAO, FBOs, Samplers and XForm Feedbacks

Extensions:
added a matrix AVX vs. SSE benchmark as an example
provided a 'command-line' convert2BAW tool for converting all supported mesh formats to .baw

Also we have branches for :
C++11 threading and atomic fast locks
VAO cache for multithreaded drawing and in the future, mesh loading and streaming to GPU
this branch also includes c++11 macros and base classes to make uncopyable and unassignable classes.
as well as the change from map<> to unordered_map<> for the per-context sampler cache
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Re: Help Wanted - BAW Irrlicht (GIT repo, v 0.2.5)

Postby devsh » Wed Apr 04, 2018 7:00 pm

Compute Shaders COpenGLExtensionHandler utility functions are in, proper shader API coming soon.
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Re: Extensions - BAW Irrlicht (GIT repo, v 0.2.5)

Postby devsh » Mon Apr 23, 2018 9:00 pm

Added an extensions repository with 1 sample extension (actually used in example 23.Autoexposure)
https://github.com/buildaworldnet/IrrlichtBAW/tree/master/ext
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Re: Vulkan&Android - BAW Irrlicht (GIT repo, v 0.3.0-alpha1)

Postby devsh » Sat Apr 28, 2018 1:48 pm

A decision has been made to move ahead with providing a dual rendering backend of OpenGL and Vulkan, with OpenGL support to be dropped as soon as our Vulkan driver is mature and Intel stops supporting the integrated GPUs which don't support Vulkan on windows.

This is because we will be porting the engine to android.
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Re: Vulkan&Android - BAW Irrlicht (GIT repo, v 0.3.0-alpha1)

Postby Virion » Wed May 16, 2018 7:19 am

Haven't been to Irrlicht forum for years. But wow, Irrlicht-Vulkan combination would be great.
My company: http://www.kloena.com
Affordable asset store: http://www.ezDesign.store
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Re: Vulkan&Android - BAW Irrlicht (GIT repo, v 0.3.0-alpha1)

Postby devsh » Wed May 16, 2018 8:00 am

Try it :D
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Re: Vulkan&Android - BAW Irrlicht (GIT repo, v 0.3.0-alpha1)

Postby devsh » Mon May 21, 2018 11:54 am

Merged the Mesh Optimizer branch, its available in the engine via the API and in the convert2BAW tool.

It does everything that AMD Compressonator does to meshes, but more slowly, and uses a different method for normal attribute compression.

Will add support for glTF 2.0 and the AMD Compressonator tool in the future.
(also want to add support for keyframe dropping, animation optimization and compression -- hopefully there is a 3rd party library for that)
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