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.ksiezopo...@gmail.com Looking forward to hearing from you Paweł Księżopolski ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=73944#73944 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org