Siavash wrote:
attila your hard work on OpenGL ES and DirectX ports is very appreciable, but I'm personally done with Horde3D. There is no point in using or working on any project when project maintainer doesn't want it to be anything more than a hobby project.
Sorry to hear that. For me/us it is much more than a hobby, we earn money with this engine. So we would like to support/advance it to be able to use it for a long time. In its current state it is good enough for us now. But without "modernization" there will be a huge gap in quality between our games and concurrent games using closed source engines like Unity,UDK, ProjectAnarchy.
swx wrote:
I might be able to help with this. I'm using Horde3D for my current engine and I don't really want to switch since most other 3d engines are terribly bloated.
That would be great. I also like h3d because it is small but very flexible.
We could discuss here what changes should be done. What changes would you like to do/see in h3d?
My list:
- Getting rid of the scene graph
http://horde3d.org/forums/viewtopic.php?f=8&t=1117- Model Resources
http://horde3d.org/forums/viewtopic.php?f=8&t=733- Shader System: Context State Combination
http://horde3d.org/forums/viewtopic.php?f=8&t=1873- directional light shadowmap
- crossplatfrom (hlsl/glsl) shader definition ( something like: Shaders authored in our in-house meta-language, Shader snippets in HLSL/Cg & GLSL, Über-shader approach, pre-processor branching and snippet combining, Shader permutations needed dictated by project material files )
- uniform/constant buffer support (buffer for current "system" parameters, and materials could define a buffer)
- parellelization of the engine ( culling, animation blending, rendering:
http://www.bitsquid.se/presentations/flexible-rendering-multiple-platforms.pdf )
- Geometry/Hull/Domain/compute shader support
- pipeline command extension (like the current nodetype/renderfunc extensions; custom code could be added to the pipeline
like tonemapping with compute shader or a different deferred light loop implementation)
updated:
- Better particle engine with a crossplatform editor ( we are using pyro
http://pyro.fenomen-games.com/now, but it is not as efficient/flexible as we would like )