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Thread: So whatever happened to the whole PGDCE thing?

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  1. #1
    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.

  2. #2
    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.

  3. #3
    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.

  4. #4
    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.

  5. #5
    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....

  6. #6
    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.

  7. #7
    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.

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