Game Development Community

important for graphic improvements please read all.

by Paolo Oliverio · in Torque Game Engine · 05/17/2003 (5:34 pm) · 2 replies

I posted this tread only in general discussions.
In my opinion the greatest limitation of torque engine for the implementation of new set of graphic features is the cohexistence of opengl and the directx wrapper.
who know both api and be able to update graphic features that run in opengl as well on directx trought the wrapper?
who is like me and know only one api,but also all the newest techniques of realtime rendering and don't have difficulties to make those beautiful things for the fact that don't know the other api?
i for example know how to make all the newest graphic effects possible with shaders in directx but not having a direct support for directxgraphic don't know how i can do them on torque or even if i'll be able to do that what i'll do with opengl?
i'm new of this engine and community but i think that a lot of you is in the same situation or in the opposite.
I can see reading this forum that from 2 years there aren't be a lot of improvements on graphic compart(with some beautiful exeptions).
in my team there is a opengl programmer i first thinked to work with it at the direct implementation of directx and leave at all opengl but the idea of a project were all the community can take part is most interesting and can bring to better results.
this is a great community we can bring this engine to other standards.
this improvements will lead more and more user from all the world to prefear this engine from others because better than other new engines not only for the possibilityes of make quick a good gameplay or a great multyplayer experience but also for the beautiful graphic made for the latest Gpu technology
.
Why not?

For this facts i ask to all to take in count the possibility of divide opengl version by directx leaving on the two version the same interfaces giving the possibility of make a game that run on the two version with the same game code.
plan the same features for opengl and directx and bring forward both versions
.
this is a big project but like i have just write this is a great community and able to make this quality jump.

who whant to take part at the realization?
who knowing both apis whant to manage the project,fix the steps and write a complete plan?

i hope that i'm not only.

for now i'm searching for someone that have converted or wont to translate torque for directx without left a line of opengl for starting with the improvements please mail me at "pablobox5@tin.it
".

I also ask to who know opengl to expand and share with all the community new features of the engine without the limitation of the directx compatibility.

remember that both versions are important.
please support the direct implementation of directx
.
thik the fact that in directx all the advanced effects have a generic implementation and at least change only the version of pixel or vertex shaders.
Using vertex shader 1.1 and 1.x version of pixel shader with directx and swapping to fixed pipeline were there isn't pixel shader support we can make an application without any sort of incompatibilities that can run perfectly on all the gpu produced from 3 years ago to nowdays think also at xbox.
for now i think that for pc directx is the better choice but isn't portabe like opengl.
opengl never die and looking at consolles ports is also interesting.
Please give your help for this project and all we will have an engine better than unreal2,doom3,litech & co.

#1
05/17/2003 (5:48 pm)
I believe the abstraction of the engine to allow greater flexibility in DX and OGL will begin when TGE 2.0 is started(this is the impression I get when the situation is talked about, at least). The fact is, it's good enough for now, and you can probably disable support for one or the other, but I don't see why you'd want to do that aside from the duplication of work in graphics features that are specific to one api or the other.

Just don't think that this is a big deal, though I agree that eye candy would be nice, it would be nicer still if I could get my project to the playable demo stage first. After I get the gameplay in, I'll worry about coding stuff in that I don't already have from snippets for the graphics, but the graphics isn't what makes people keep coming back to a game(AC2 had really nice graphics, but it was a snooze and a half to play...).

PS - You don't have to create multiple postings, they get posted on the main page and everyone sees them, so don't worry that the thread will not be seen by everyone and thus be ignored ;)
#2
05/17/2003 (6:24 pm)
the duplication of work for the implementation of a graphic improvement working on opengl and directx is needed by the fact of choose the best solution for both implementation and don't limiting with compatible solution don't able to work with the maximum optimization and with the lathest technology.
Try to expand opengl with an advanced new graphic feature and see what happen when swich to direct3d.
Trust me some graphic feature can start new and marvelous gameplay possibilities.can you reproduce some nowdays gameplay with for example the graphic features of 2 years ago?
eye candyes is useful expecially when enrich gameplay and atmosphere of a game.
games isn't only graphic,but graphic help to make better games.