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Thread: So whatever happened to the whole PGDCE thing?

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  1. #1
    PGDCE Developer Carver413's Avatar
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    Quote Originally Posted by Akira13 View Post
    There definitely is..... GLScene for example is like 90% immediate mode. Even most of the shader components it includes are written in the deprecated "ARB Assembly Language" and not GLSL.
    Glscene hasn't had any focused development in years, just a bunch random coders going in and changing this or that to there liking and moving on when they get bored.

  2. #2
    Quote Originally Posted by Carver413 View Post
    Glscene hasn't had any focused development in years, just a bunch random coders going in and changing this or that to there liking and moving on when they get bored.
    I'm not sure that's true. I'm aware they kind of dropped off for a while around 2010 or so, but for the past few years they seem to have resumed a pretty organized development process with regular releases. And the coding team isn't really random.... seems to be the same 5 or 6 people all the time, headed up by someone named Pavel Vassiliev.

  3. #3
    PGDCE Developer Carver413's Avatar
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    Quote Originally Posted by Akira13 View Post
    I'm not sure that's true. I'm aware they kind of dropped off for a while around 2010 or so, but for the past few years they seem to have resumed a pretty organized development process with regular releases. And the coding team isn't really random.... seems to be the same 5 or 6 people all the time, headed up by someone named Pavel Vassiliev.
    well maybe there is still hope for it then.

  4. #4
    Quote Originally Posted by Carver413 View Post
    well maybe there is still hope for it then.
    Only if they start to focus on modernizing the rendering code. No amount of features will make up for an underlying engine that simply doesn't perform well....

  5. #5
    PGD Staff / News Reporter phibermon's Avatar
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    Quote Originally Posted by Akira13 View Post
    Only if they start to focus on modernizing the rendering code. No amount of features will make up for an underlying engine that simply doesn't perform well....
    EDIT : in the branches of their revision server there's a Vulkan branch - so no I don't see any modern OpenGL code but it looks like they're not idle on the technology front.

    However I hope the developers have been engaged in some hardcore work behind the scenes - Vulkan is hardly a drop in replacement for OpenGL - you really need to know what you're doing and going from an immediate mode GL design to a low level Vulkan design without extensive experience in the upper echelons of OpenGL could become quite the nightmare for them - Vulkan is very unforgiving of errors and it doesn't hold your hand.
    Last edited by phibermon; 19-03-2017 at 11:27 PM.
    When the moon hits your eye like a big pizza pie - that's an extinction level impact event.

  6. #6
    Quote Originally Posted by phibermon View Post
    EDIT : in the branches of their revision server there's a Vulkan branch - so no I don't see any modern OpenGL code but it looks like they're not idle on the technology front.

    However I hope the developers have been engaged in some hardcore work behind the scenes - Vulkan is hardly a drop in replacement for OpenGL - you really need to know what you're doing and going from an immediate mode GL design to a low level Vulkan design without extensive experience in the upper echelons of OpenGL could become quite the nightmare for them - Vulkan is very unforgiving of errors and it doesn't hold your hand.
    Yes, I'm aware. I think it would make far more sense for them to move to OpenGL 4+ than Vulkan, though... OpenGL 4 would give them all the performance they'd ever need while still remaining somewhat accessible to the sort of user who wants to add their own rendering code to an application. Almost nobody "needs" Vulkan, and the learning curve for Vulkan has proven itself to be steep enough that even professional studios staffed with industry veterans are making mistakes with their initial Vulkan ports (IE: almost nobody knows HOW to use Vulkan.)

    By the way, as a general note regarding Pascal-based game development tools, I've been working on fixing (and later improving) the Lazarus port of DeleD since this past June... currently in the process of rewriting all the rendering code. (There's a post on the Lazarus forums I made that goes into more details, if anyone's interested.) Here's a couple screenshots of what it's looking like so far. Keep an eye out!

    https://i.imgur.com/7iVT1Pw.png
    https://i.imgur.com/7GEjy1B.png
    Last edited by Akira13; 20-03-2017 at 12:13 AM.

  7. #7
    PGD Staff / News Reporter phibermon's Avatar
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    Quote Originally Posted by Akira13 View Post
    Yes, I'm aware. I think it would make far more sense for them to move to OpenGL 4+ than Vulkan, though... OpenGL 4 would give them all the performance they'd ever need while still remaining somewhat accessible to the sort of user who wants to add their own rendering code to an application. Almost nobody "needs" Vulkan, and the learning curve for Vulkan has proven itself to be steep enough that even professional studios staffed with industry veterans are making mistakes with their initial Vulkan ports (IE: almost nobody knows HOW to use Vulkan.)

    By the way, as a general note regarding Pascal-based game development tools, I've been working on fixing (and later improving) the Lazarus port of DeleD since this past June... currently in the process of rewriting all the rendering code. (There's a post on the Lazarus forums I made that goes into more details, if anyone's interested.) Here's a couple screenshots of what it's looking like so far. Keep an eye out!

    https://i.imgur.com/7iVT1Pw.png
    https://i.imgur.com/7GEjy1B.png

    I think GL4 would be a more useful target too - there will likely never be vulkan support on OSX (Apple have their own API - Metal) and there's no indication that we'll see Vulkan on mobile devices in its current form or a 'cut down' version like GLES is to OpenGL. The general setup of Vulkan is like GL4 but designed around low level access to memory and the GPU - specifically when it comes to asynchronous access from multiple threads - IE with DirectX12 / Vulkan / Metal you can set it up to be handling some shader heavy transform feedback functionality while doing fixed pipeline heavy stuff like rendering shadow maps - you need a very specific and sophisticated design to even be able to take advantage of this - GLScene is NOT that - Vulkan is only faster if you make use of such things - if you don't? it's just a more difficult OpenGL4.5.

    Vulkan doesn't replace OpenGL either - there will be new OpenGL versions etc - I myself have been planning around Vulkan since I learned some use cases and there's some areas where I *can* take advantage of it but not many - maybe in a year or two when it's better understood and professionals open up more about usage patterns I'll be able to identify more areas I can use it and it'll become beneficial to implement.

    For now I'm all about optimizations involving OpenCL compute - that'll keep me more than busy enough lol

    --

    Good! DeleD was a promising project and I was really surprised that development seemed to stop - it's looking great and I look forward to seeing new developments!
    Last edited by phibermon; 22-03-2017 at 05:41 AM.
    When the moon hits your eye like a big pizza pie - that's an extinction level impact event.

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