Search found 103 matches
- 24 Oct 2016, 03:46
- Forum: Coding
- Topic: Vulkan support
- Replies: 63
- Views: 105450
Re: Vulkan support
I'm making some progress on the 3d part (terrain rendering actually). Hopefully I can have something "good enough" in a week or 2 that could be candidate for merge. Since I'm focusing on introducing a layer between current code and GL callbacks it won't actually bring any performance diffe...
- 16 Oct 2016, 00:24
- Forum: Artwork
- Topic: Batched texture conversion to ktx ?
- Replies: 2
- Views: 4133
Batched texture conversion to ktx ?
Hi, in order to support mipmapping in Vulkan and use some advanced textures compression scheme (BC6/7) or layout (texture array or cube texture) Warzone 2100 textures will need to be converted to a more 3d graphic friendly format before being loaded by the game. Currently all textures are stored in ...
- 15 Oct 2016, 18:30
- Forum: Coding
- Topic: Vulkan support
- Replies: 63
- Views: 105450
Re: Vulkan support
There's nothing to see currently, only the menu is displayed so it's hard to know how well performance will be. Plus there are a lot of glitches (no alpha blending so black boxes around letter for instance). I can't comment on Dota2, I'm also having some very small freeze especially at the beginning...
- 13 Oct 2016, 22:43
- Forum: Coding
- Topic: Vulkan support
- Replies: 63
- Views: 105450
Re: Vulkan support
Actually adding Vulkan support is taking more time than I initially expected. I have basic 2d menu support atm but the modifications are huge. The issue is that wz2100 quietly assumes OpenGL support in a lot of place. Blending depth stencil modifications are often spread in separate place and textur...
- 13 Oct 2016, 17:09
- Forum: Coding
- Topic: Per pixel lighting
- Replies: 9
- Views: 8127
Re: Per pixel lighting
I'd like to keep GL2.1 compatibility as long as possible. Using GL 3.3 would make dev easier with uniform buffer objects but I think it can be possible to simplify thing by using some compile time reflection.
On the other hand a vulkan backend could be used to implement some advanced technics.
On the other hand a vulkan backend could be used to implement some advanced technics.
- 11 Oct 2016, 16:37
- Forum: Coding
- Topic: Per pixel lighting
- Replies: 9
- Views: 8127
Re: Per pixel lighting
Actually clustered renderer is a forward rendering technic. Deferred rendering trades shader flexibility for the ability to render lots of small point light and has an heavy bandwidth requirement (due to gbuffer storage and access) ; it also makes MSAA impractical. Clustered rendering technic on the...
- 08 Oct 2016, 19:22
- Forum: Coding
- Topic: CMake as a build tool ?
- Replies: 6
- Views: 5937
Re: CMake as a build tool ?
What do you mean ? Windows and Linux build of cmake works for several project.
WZ2100 doesn't have a cmake build atm.
WZ2100 doesn't have a cmake build atm.
- 07 Oct 2016, 23:34
- Forum: Coding
- Topic: CMake as a build tool ?
- Replies: 6
- Views: 5937
CMake as a build tool ?
Currently wz2100 is using autotools on Linux and Mac and a separate .sln for MSVC. Maintaining 2 build systems is usually quite tedious and is error prone, that's why a lots of c++ project use cmake. A couple of weeks ago Microsoft announced the vcpkg project which is an "apt-get source" l...
- 06 Oct 2016, 22:52
- Forum: Coding
- Topic: Per pixel lighting
- Replies: 9
- Views: 8127
Re: Per pixel lighting
Explosions will be per pixel, sorry I wasn't clear. Fog of war will remain texture based, it's rather a gameplay feature than a visual one. I've mostly finished working on it, it's not ready for usage (I didn't add safety check in shader for buffer bounds so gpu often crashes) but I can détails the ...
- 02 Oct 2016, 00:56
- Forum: Coding
- Topic: Per pixel lighting
- Replies: 9
- Views: 8127
Per pixel lighting
Hi, since I removed all legacy fixed function in my branch I'm playing with WZ lighting. I'm currently implementing per pixel lighting : currently at map loading time an illumination value is computed and stored for every tile (note: it's direct illumination ie dot product between sun position and t...
- 30 Sep 2016, 17:54
- Forum: Technical Help / Troubleshooting
- Topic: 3k or 4k Resolution Solution?
- Replies: 5
- Views: 9663
Re: 3k or 4k Resolution Solution?
It's fixed in my branch. To be honest I don't really know why, but I don't understand why 4k is broken with fixed functions. Maybe drivers make matrix computations on float16 for performance ?
- 27 Sep 2016, 22:24
- Forum: Coding
- Topic: Vulkan support
- Replies: 63
- Views: 105450
Re: Vulkan support
Yes, it runs on Nvidia/AMD cards released after 2012 and Intel Skylake (core iX-6xxx) and Broadwell (core iX-5XXX) on Windows and Linux. Linux drivers have some sort of support for Haswell and Ivy Bridge too but it's considered experimental. On Android side afaik only Galaxy S7 and Note 7 and latest...
- 27 Sep 2016, 01:37
- Forum: Coding
- Topic: Vulkan support
- Replies: 63
- Views: 105450
Vulkan support
I'm intending to add a Vulkan backend to Warzone 2100. Obviously the goal is not to reduce cpu overhead since the game doesn't draw a lot of thing on screen at the moment (there's around 100-200 draw call per frame), but to improve current code architecture. WZ codebase could be described as state o...
- 25 Sep 2016, 20:46
- Forum: Coding
- Topic: Modernizing codebase allowed?
- Replies: 12
- Views: 8654
Re: Modernizing codebase allowed?
Not trivial. The codebase is quite convoluted, some object are stored in a list that could be parsed twice but it will require some works.
- 24 Sep 2016, 22:18
- Forum: Coding
- Topic: Modernizing codebase allowed?
- Replies: 12
- Views: 8654
Re: Modernizing codebase allowed?
I've added shaders for water and terrain, I think only shadows are the only remaining effect that use fixed function pipeline.