Yes I'm aware of Minko3 :) It's interesting how we're all converging around 
emscripten while coming from different directions (Minko from AS/Flash, us 
more traditional PC client games, and the big AAA engines from the console 
business...

Cheers,
-Floh.

Am Freitag, 11. April 2014 14:41:07 UTC+2 schrieb Warren Seine:
>
> Hey Andre,
>
> I'm sure you already know that, but it does sound a lot like Minko 
> 3<https://github.com/aerys/minko>:) I think you're especially right about (3) 
> and we should investigate how 
> to improve loading with pseudo-intelligent streaming. Big worlds are coming 
> with VR and this will make a difference.
>
> On Thursday, April 10, 2014 11:00:54 AM UTC+2, Floh wrote:
>>
>> Ok, couple of points that I have in mind:
>>
>> (1) Min-spec will have to be OpenGLES2 and WebGL (1), which is quite 
>> different from modern desktop GL or console graphics APIs. While GLES3 and 
>> WebGL2 will close the gap a bit, I think that it's still important to 
>> support GLES2 for a while. Of course I still want to be able to do the 
>> fancy desktop-level stuff, so I'm thinking about a material system and 
>> rendering pipeline which is flexible enough that one can switch between 
>> different renderers (like forward renderer for weak GPUs vs different kinds 
>> of deferred renderers) without having to rewrite all material shaders for 
>> instance (so the shader system will have to be modular, and separate 
>> between a renderer-backend-specific part and a material-specific-part - 
>> that's nothing really new of course). Such a flexible system will also make 
>> it easier to experiment with new rendering effects.
>>
>> (2) I want to keep the compiled client small at all cost (1..3 MByte 
>> compressed for real games at most), so it's important to have a build 
>> system which lets one pick-and-choose what features to use, and not 
>> compile-in unused features (for instance, N3 has a dynamic object system 
>> where objects can be created by a class-FourCC-code or string-class-name, 
>> it cannot know beforehand what objects will be instantiated at runtime, and 
>> thus must "cheat" the dead-code-elimination, and force code to be linked 
>> which may or may not be used at runtime.
>>
>> (3) IO system designed for "random-access" on-demand streaming through 
>> HTTP, I want to keep startup time as small as possible, besides keeping the 
>> client itself small, this also means not downloading big asset bundles 
>> upfront. Instead the engine must be able to stream all data on demand and 
>> be able to handle the case when the data is not yet available yet.
>>
>> (4) Different threading strategy: I formerly used threads for 2 use 
>> cases: to hide blocking (so a blocking operation would run in a thread), 
>> and to spread work over additional CPU cores. Oryol will require threads to 
>> hide a blocking operation, instead use completion-callbacks and/or 
>> completion-polling for asynchronous operations. To spread work to 
>> additional cores there will be a parallel-task system which can either work 
>> completely on the main-thread and do its work in little slices, or move the 
>> work over to a worker-thread, or use pthreads.
>>
>> (5) Mobile GL and WebGL (also NaCl) seem to have a much higher 
>> call-overhead into GL then a native desktop GL implementation: 
>> https://github.com/bkaradzic/bgfx#17-drawstress, this will have 
>> influence the rendering features that make sense for a WebGL/mobile engine. 
>> If something requires a massive amount of draw calls, it probably won't be 
>> implemented in Oryol. The dilemma ist that techniques to reduce GL calls 
>> are either only implemented in modern desktop GL, or in extensions which 
>> are often not available in GLES2, Angle and WebGL.
>>
>> That's all I can think of for now :)
>> -Floh
>>
>> Am Mittwoch, 9. April 2014 23:06:14 UTC+2 schrieb Alon Zakai:
>>>
>>> I'm curious, what are the design considerations that make this 
>>> specifically targeted at web and mobile? That is, what is different here 
>>> than existing engines?
>>>
>>> - Alon
>>>
>>>
>>>
>>> On Wed, Apr 9, 2014 at 12:05 PM, Floh <[email protected]> wrote:
>>>
>>>> Hi,
>>>>
>>>> just wanted to let you guys know that I started a new "weekend-engine" 
>>>> a couple months ago, mainly as a sort of experimentation testbed of what a 
>>>> small C++11 3D-engine mainly built for web and mobile could look like: 
>>>> https://github.com/floooh/oryol
>>>>
>>>> Progress will be slow since it's a spare-time project, but one thing 
>>>> that will be useful (IMHO) in the short term is a growing list of samples 
>>>> which demonstrate and test specific, isolated features: 
>>>> http://floooh.github.io/oryol/
>>>>
>>>> I think these samples will be useful for reporting, testing and 
>>>> tracking regression bugs in various browsers in the future (I learned that 
>>>> this is a bit complicated with relatively big engine demos like the 
>>>> Nebula3 
>>>> demos, because it's hard to create isolated test cases).
>>>>
>>>> Cheers,
>>>> -Floh.
>>>>
>>>

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