Diligent Engine — Plataforma cruzada Vulkan, Direct3D e estrutura de renderização OpenGL

O Diligent Engine é uma biblioteca de renderização de plataforma cruzada que abstrai as APIs gráficas Direct3D 11/12, OpenGL e Vulkan subjacentes. A Diligent Graphics acaba de lançar a versão 2.4b. Ligação:


13 thoughts on “Diligent Engine — Plataforma cruzada Vulkan, Direct3D e estrutura de renderização OpenGL

  1. Business Opportunity in Ruvol

    I have invented a Board Game [still unpublished and not yet out in the market] that I believe is guaranteed to be as challenging and exciting as CHESS. I called it “RUVOL.”

    It is my hope that one day Ruvol may surpass chess as the “Number One Board Game in the World.”

    The weakness of chess is it always starts in fixed positions that the opening moves become “memorizable.” In fact, not a few have so mastered the moves that they can play against their opponents “blindfolded.” It is for this very reason that the great Bobby Fischer introduced his so-called “Fischer Random Chess,” where the starting position of the pieces is “randomized” to make the memorization of openings impracticable. Fortunately, it is also for this reason that I invented Ruvol where “every game” has been calculated to be a challenging one to play.


    I detailed everything in my YouTube video. Here is the link: https://www.youtube.com/watch?v=jcqth0m3-R0


    It is worthwhile to note that the people who play chess will be the same people who will play Ruvol. In my Google search, I learned there are around 800 million chess players in the world. Even just a small percentage of these 800 million is good enough to earn big money from Ruvol either as an ONLINE GAME BUSINESS or as a PHYSICAL PRODUCT DISTRIBUTOR.

    You may contact me at: rodolfovitangcol@gmail.com.

    Thanks and God bless!


    The Ruvol Inventor

  2. you skipped over that draw calls section…which, if you are making an open world game…is a huge deal…50,000 draw calls…that's 50,000 unique meshes/textures…not counting them being instanced…that's a big deal…..I don't know what other engines are capable of…but that part really interested me…since one of your big bottle necks are in the graphics…and the top 3 are draw calls, textures and shaders….vertex counts are less so then they were ten years ago…so I am interested if you can maybe cover the game engines based on draw calls…like a comparison…??? I hope this makes sense(I'm sure you understand, even if I did not make it very clear)

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