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Horde3D + Gameplay3D http://horde3d.org/forums/viewtopic.php?f=4&t=2247 |
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Author: | mikel [ 21.02.2014, 16:20 ] |
Post subject: | Horde3D + Gameplay3D |
Why, some might ask. I use gp3d's node system (to use with gp3d's physics system), audio, fonts, gui, input, main() functions that runs with desktop+mobile devices, but using horde3d's renderer because it have some advantages compared to gp3d's renderer (but Im not saying gp3d's renderer is bad). H3D's renderer have parallax mapping, pssm shadows, forward+deferred renderers etc. [UPDATE]: Source codes, simple Test, compiled .exe and .apk can be found at http://haima.dy.fi/cpp.php It isn't ready, there are TODOs, physics system isn't used etc. Maybe I play with this again someday or not. Test's keys: F11 show/hide virtual gamepad F12 enable/disable vsync ASDW+mouse camera arrow keys to move that ugly guy galaxy mini -phone (fps is bad, should not use shadows) bluestacks emu: desktop: |
Author: | Zuck [ 28.02.2014, 11:36 ] |
Post subject: | Re: Horde3D + Gameplay3D |
Nice work! Could you provide some details about the integration? It would be nice to have an article on official Wiki... |
Author: | SpOOky [ 28.02.2014, 16:20 ] |
Post subject: | Re: Horde3D + Gameplay3D |
+1 on the article. Maybe if we pitch it right to the Gameplay3D devs or if this integration becomes popular they might adopt Horde3D as their render engine and focus on the other components, thus splitting the work load. |
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