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Port to OpenGL ES 2.0 #22
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Hi! Sounds like a cool idea, go for it :) To be honest I don't remember why I originally picked 4.x, it has been a few years. |
Yes, indeed I am going to. We are working on an educational game for preschool children to learn math and sciences. It will be mostly 2D looking, with 3D space to move around in. Hope to start work on the modifications in a few days! Thanks. |
FYI: Just an update! Currently doing research on the best approach. There is 3 possible routes. EDIT: There is a 4th option, which is to directly use I am also trying to get more feedback from the community to help me decide better. I am also told because The goal is that if we can accomdate multiple backends, then using Hence, multiple backend swapping capability (via interface implementation) is important if we want it to be both easy to get up and running initially, and then have wider platform support upon deployment without changing any application level code. |
TITLE EDIT: Changed from OpenGL ES 3.0 to OpenGL ES 2.0 due the following reason. OpenGL ES 3.0 has buggy drivers on most mobile devices, and it should be sufficient to use OpenGL ES 2.0 which is both performant and stable. I have changed the title of the issue accordingly. NOTE: OpenGL ES 2.0 (GLES2) is based on a stripped version of desktop OpenGL 3.2. Initially, I had thought GLES2 was based on desktop OpenGL 2.1, which does not have the required features to begin a port. |
Closing since the project is moving to Vulkan. Im guessing you're not working on this anyway :) |
I didn't forget about this. We actually have moved to Vulkan and are in the beginning stages of procedural generation. So are you rewriting the entire codebase for Vulkan from scratch? Exciting to know there is going to be further development on this. 👍🏽 |
Cool! Yeah I started to write a vulkan backend, but I've decided Im not interested in duplicating all of the work, since its just a hobby project for me anyways. So I threw out all the opengl code :D We'll see what happens, but I'd say its pretty unlikely that this project will ever reach a point where its useful to others as anything other than perhaps as a learning resource |
Where is your Vulkan backend located? Can you point me to the link? |
It has replaced the render package: https://github.com/johanhenriksson/goworld/tree/master/render It's not really a separate backend anymore, its intermixed with the rest of the engine code, since there's only going to support vulkan going forward. |
Thanks. |
Hello, I am thinking of forking this and swapping out OpenGL 4.x with OpenGL ES 2.0 so that I can set the foundation for mobile device support (iOS/Android). Is there any specific reason for using 4.x in the first place?
EDIT: OpenGL ES 3.0 has buggy drivers on most mobile devices, and it should be sufficient to use OpenGL ES 2.0 which is both performant and stable. I have changed the title of the issue accordingly.
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