[osg-users] Announcement: VulkanSceneGraph and SceneGraphTestBed!
michael kapelko
kornerr at gmail.com
Mon Jun 4 05:55:22 PDT 2018
Hi. Great news!
1. Target C++20: by the end of 2030, when (supposedly) all new
graphics software uses Vulkan, C++20 will be old enough
2. My personal concern is the ability to run VSG on linux, windows,
mac, ios, android, and web browsers, so I volunteer to help in testing
closs-platformness of VSG.
On 4 June 2018 at 13:07, Paweł Księżopolski <pawel.ksiezopolsk at gmail.com> wrote:
> 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
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=73944#73944
>
>
>
>
>
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