Google-apps
Hoofdmenu

Post a Comment On: C0DE517E

"Prototyping frameworks (rendering)"

11 Comments -

1 – 11 of 11
Blogger Unknown said...

Wow, someone still using FXComposer... guess there never really was anything else like it.

Have you tried using WebGL as a lightweight framework, say under three.js? No MRT, limited capabilities, but a simple quick turnaround -- edit in one window, render in Chrome...

I started doing that when I realized I could use processing.js in mobile Firefox on my Android tablet while commuting on the train (just a little graphics OCD)

January 19, 2012 at 12:00 AM

Blogger DEADC0DE said...

That's not a bad idea, I should try. I hate GLSL though, but maybe it got better

January 19, 2012 at 12:06 AM

Anonymous matt said...

I used to use FXComposer all the time on DX9 (up until very recently in fact) just for the convenience of syntax highlight, easy compilation checks and seeing the assembler output.. not for any of the fancy render targets & scripting handling etc. now on DX11 I haven't found a good alternative so I'm back to visual studio. If there was a dx11 fxcomposer id probably use it though.

btw, GLSL is still horrible, pedantic and the compilation is in the driver so its completely vulnerable to vendor-specific screwups. :)

January 19, 2012 at 1:23 AM

Anonymous Anonymous said...

Of course Ati's Rendermonkey (the DLAA source code comes in Rendermonkey format). Needless to say that it is also discontinued.

And Python is great, especially with numpy and scipy (and sometimes the PIL).

January 19, 2012 at 8:59 AM

Blogger David said...

Hey Angelo,

I just grab one of my coworkers demo's from his blog

http://mynameismjp.wordpress.com/

and modify it. Usually, I can just take one of his examples and hack together whatever I'm doing pretty quick. His code is really lightweight and doesn't have a lot of framework bs.

-= Dave

January 19, 2012 at 10:32 AM

Blogger DEADC0DE said...

anon: I know about Rendermonkey and many people use it effectively. It's not more supported than FXComposer (actually, less), I didn't pick up back in the time when it was cool as it looked way more artist-oriented than FXC 1.8. Nowadays it doesn't make sense to consider it as a tool for the future...

January 19, 2012 at 11:00 AM

Blogger Unknown said...

btw, if you do try using Chrome+GLSL (this is for prototyping -- not publication -- so worrying about unsupported browsers may not be important!), note that very recent betas of Chrome now support DDS format (at last!)

January 19, 2012 at 2:09 PM

Blogger DEADC0DE said...

KB: publish a tutorial on your blog! :)

January 19, 2012 at 2:13 PM

Blogger Unknown said...

maybe I will!

Sad to say I actually had a link on G+ about how I was using WebGL for development on RIFT but removed it because it violated corporate policy against talking about internal processes :/

If you hate GLSL (with you there!), you can also use "cgc -oglsl"

January 19, 2012 at 9:58 PM

Anonymous Anonymous said...

I thought I'd just drop by and ask the author, what's your opinion on Unity as a prototyping framework?

February 2, 2012 at 4:38 AM

Blogger DEADC0DE said...

I don't know much about it, but from what I've seen and from how a few friends of mine are using it, it seems great for game prototypes, animation and such, but for rendering I really don't want a game engine or even worse, a game editor. I would just like, as I wrote, some basic functions on top of DX to avoid writing the same boilerplate code over and over, coupled with file watchers and hot-reloading for the various types (textures, shaders etc), and maybe some basic interaction stuff like camera, parameter tweaking etc... A glorified FX composer would do great, or if they opensourced it I'm sure we could poke into it to make it good, removing the limitations of SAS... Or even if they documented decently the scripting/plugin stuff...

February 5, 2012 at 3:45 PM

You can use some HTML tags, such as <b>, <i>, <a>

Comment moderation has been enabled. All comments must be approved by the blog author.

You will be asked to sign in after submitting your comment.
Please prove you're not a robot