[osg-users] Announcement: VulkanSceneGraph and SceneGraphTestBed!
PaweÅ KsiÄżopolski
pawel.ksiezopolsk at gmail.com
Mon Jun 4 03:07:00 PDT 2018
Hi Robert
I am pleased to hear that you decided to move into the Vulkan development.
Creating VirtualSceneGraph may shape graphics development for
many years to come.
It may have great impact on open source projects, because in my opinion
the current state of Vulkan open source development is rather weak.
Few game engines implemented its Vulkan backend ( and I suppose
that none of them uses Vulkan to its full potential ),
there are few small game engines made by hobbyists/students with
very narrow objectives in mind, lots of better or worse demos
showing how some Vulkan features work, plentitude of tutorials showing
how to draw a single triangle and that's all. But there is certainly lack of
universal, feature full industry quality graphics library similar to
OpenSceneGraph for OpenGL.
Eleven years ago I started working as a graphics developer using
OpenSceneGraph everyday in my professional career. I took part
in a few significant industry scale projects and made
few submissions to OpenSceneGraph, with the most important
one beeing the osggpucull example.
With that example I wanted to start a discussion about how to implement
new features from OpenGL, that didn't fit well into OpenSceneGraph
architecture, but it looked like there was no demand for it at the time.
When Vulkan came out I decided to start my own project in which
I try to use many good ideas from software I used for years
and combine it with Vulkan architecture :
https://github.com/pumexx/pumex
My project goals are :
- use multithreading as a first class citizen, so that applications
scale well with growing number of CPU and GPU cores
- create architecture that is as close to the metal as possible, but not closer
- enable rendering to multiple windows, like OpenSceneGraph does
- work on multiple platforms ( currently rendering on Linux and
Windows is implemented )
- use modern C++ features that make programming more robust
and efficient, skip features that are irrevelant
- explore possibilities of creating scene graph that is stored and processed
on GPU side ( this feature is in its early infancy, but when properly
implemented, it may speed up applications a lot )
I spent much time learning, thinking and exploring many dead ends while
implementing my library and I am willing to offer my knowledge to help you
create VulkanSceneGraph. I am convinced that synergy coming
from common work may speed up creation of VirtualSceneGraph a lot.
If you are interested, I may start with describing my library design in
greater detail as a food for thought, because documentation
for pumex library is outdated or missing at the moment.
Also you can reach me through my email address : pawel.ksiezopolsk at gmail.com
Looking forward to hearing from you
Paweł Księżopolski
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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=73944#73944
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