Search found 66 matches
- 05 Dec 2018, 11:01
- Forum: General
- Topic: The only way to replace Vanilla Engine (IMHO)
- Replies: 37
- Views: 20763
Re: The only way to replace Vanilla Engine (IMHO)
I am not exactly saying that Vulkan support would give OpenMW multi-core support. I am saying that one of the possible ways to increase performance is switching to Vulkan Scene Graph when it is mature enough. Obviously, OpenMW does use multiple cores already, and I do know this, but it doesn't appe...
- 29 Aug 2018, 14:30
- Forum: General Development
- Topic: Hey let's switch away from bullet to anything else (discussion)
- Replies: 88
- Views: 47750
Re: Hey let's switch away from bullet to anything else
Bullet (and other physics engines) work by resolving collisions, not avoiding them.
You would have to switch away from all the ray/convex casting and use rigid bodies. Zero out angular velocity to keep characters bodies upright (or use a constraint).
You would have to switch away from all the ray/convex casting and use rigid bodies. Zero out angular velocity to keep characters bodies upright (or use a constraint).
- 18 Aug 2018, 10:54
- Forum: Off Topic
- Topic: NVIDIA Turing GPUs
- Replies: 8
- Views: 5855
Re: NVIDIA Turing GPUs
They've added a bunch of dedicated ray-triangle intersection units to the GPU. And implementing algorithms in hardware is always much more efficient than running them on generic processing units. Btw Nvidia are not the first to offer hardware accelerated ray tracing. PowerVR had ray tracing units in...
- 19 Jul 2018, 08:45
- Forum: General Development
- Topic: post processing
- Replies: 7
- Views: 9513
Re: post processing
I am not an OSG user, so take this with a grain of salt. As mentioned you need to create a quad. Attach it to your post processing camera. Then attach the camera to omw root node. You will also need main camera render outputs as inputs for you post processing pass. Have a look here (Rendering a scen...
- 01 Jul 2018, 08:18
- Forum: General Development
- Topic: The Future of OpenMW Scripting
- Replies: 127
- Views: 67260
Re: The Future of OpenMW Scripting
Still, there seems to be a consensus for Lua (for the most part) and I don't see anyone bringing forth viable alternatives. Well, Lua is lightweight and fast for a scripting language, making it somewhat popular. As for alternatives: There is Squirrel, which is also pretty lightweight but is closer ...
- 23 Jun 2018, 09:16
- Forum: General Development
- Topic: The Future of OpenMW Scripting
- Replies: 127
- Views: 67260
Re: The Future of OpenMW Scripting
Afaik The Witcher requires Lua. The others run nwscript.They also use Lua and target the following:
- 16 Jun 2018, 08:48
- Forum: General Development
- Topic: The Future of OpenMW Scripting
- Replies: 127
- Views: 67260
Re: The Future of OpenMW Scripting
If there is so much interest in Lua, one of the Lua proponents could implement Lua bindings(there are numerous binding libs to help with this) and rewrite current script compiler generate Lua bytecode. It shouldn't be too hard given how primitive mw script is. And you'd have something tangible to ar...
- 07 Jun 2018, 07:15
- Forum: Off Topic
- Topic: Microsoft Buys Github for $7.5 Billion
- Replies: 131
- Views: 63791
Re: Microsoft Buys Github for $7.5 Billion
The entire build environment is incredible hostile to Windows NT based computing systems. More than that, this board disallows the use of outlook as a service provider for registration. Accordingly I am not surprised that many people here see Microsoft's acquisition of github as hostile takeover. I...
- 06 Jun 2018, 06:26
- Forum: General
- Topic: The future of OpenMW on OSX
- Replies: 3
- Views: 3177
Re: The future of OpenMW on OSX
Oh, so they've added Tesselation support. Nonetheless GL 3.3 and 4.1 are 8 years old by now.Actually, they got up to 4.1 as of macOS 10.9 (Mavericks).
I don't see them removing it anytime soon. They would break a lot of existing applications.
- 05 Jun 2018, 18:54
- Forum: General
- Topic: The future of OpenMW on OSX
- Replies: 3
- Views: 3177
Re: The future of OpenMW on OSX
Deprecation means that OpenGL won't be updated anymore. But afaik they haven't been updating it for quite some time anyway, stopped at GL 3.3. So nothing will change I'd guess.