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by dualogy
5121 days ago
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Incredibly stunning tech. Now, I'm gonna go fantasize about an open-source version of this with updates every month (instead of every 3 years) -- as a compromise, I could do without the whole hot-reloading IntelliEditor shebang and consoles support -- a concentration on PC hardware that "will be commodity in 2 years, on mobile in 4 years, but can already be bought as state of the art now" (aka Kepler GPUs) would be enough. To the pros: in your opinion, which of the many FOSS engines out there (many of which carrying a large legacy code-base of supporting soon-outdated modes of operation such as DX9 or lower or GL < 4.0) is the most likely candidate to offer a deferred pipeline incorporating lighting / particles such as we see here in this UE4 demo, at that level of performance and (expected but also demoed) robustness? Again, their "industry" tack (smart editor / console support, "we license only to pro developers" stance etc) would not be required ... only the "metal". |
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Back in the day, OGRE, Crystal Space and Irrlicht used to be the dominant FOSS ones.
Crystal Space is a bit outdated now. Irrlicht is stuck at DX 9.0 and OpenGL 3.x
OGRE seems the most likely candidate (ie the project is the most active and has been for years). Although it is also stuck at SM 3.0 - so no geometry shaders or access to the compute pipeline.
I am likely to be missing out on some other engines here.