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Here be dragons: the same 3D scene implemented with 10 different 3D APIs

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Re: Here be dragons: the same 3D scene implemented with 10 different 3D APIs

#53
post #11

Very interesting. What's striking is how much better the OpenGL version looks than everything else. Not sure if it's because that was the reference version or if some of the other APIs require more work or the dev is simply unfamiliar with them. The Cycles renderer creates some really cool looking materials on the dragon, but the terrain doesn't look great. The Metal version in particular looks terrible, but then aga…

Do you think it's better than Unity's codeless solution?

Unity has a rendering pipeline coded for you, using DirectX or OpenGL, depending on platform and settings.

Re: Here be dragons: the same 3D scene implemented with 10 different 3D APIs

#54
post #17

I am not an expert in some of these, but I CAN tell you that both GBA and DS can do much better than the author has done here.

The GBA could definitely do a real 3D engine but it wouldn't look very good at the low resolution anyway. I remember a demo from back in the day of a Quake-like 3D engine on the GBA but it really didn't look good. For the DS, note that he seems to be targeting the original DS (e.g. not DSi OR 3DS). I remember there being some slightly better stuff but not significantly better than what he made.

There's also a high-res DS render from an emulator here: http://i.imgur.com/d52hfEr.png

part of this album http://imgur.com/a/XQCEJ

Re: Here be dragons: the same 3D scene implemented with 10 different 3D APIs

#55
post #27

This is a really useful codebase to compare what the code looks like for different APIs and the tooling around each (not so much for directly comparing the graphics, which should go without saying, but a lot of people seem to be missing the point here...) It would be interesting to add an emscripten version, ie. slight modifications to the original C++/OpenGL code to make it compile with emscripten and run in the bro…

If you target WebGL2 you can likely do it without hand modifying the shaders. In a small test I did I just patched the emscripten library_gl.js to do a very simple search and replace of the version string of shaders and stuff just worked. code: https://github.com/greggman/doodles/tree/master/glfw-imgui demo: https://greggman.github.io/doodles/glfw-imgui/out/glfw-imgui... You do have to decide if you want to restructu…

very cool to see ImGui used in webgl!

Re: Here be dragons: the same 3D scene implemented with 10 different 3D APIs

#56
post #27

This is a really useful codebase to compare what the code looks like for different APIs and the tooling around each (not so much for directly comparing the graphics, which should go without saying, but a lot of people seem to be missing the point here...) It would be interesting to add an emscripten version, ie. slight modifications to the original C++/OpenGL code to make it compile with emscripten and run in the bro…

If you target WebGL2 you can likely do it without hand modifying the shaders. In a small test I did I just patched the emscripten library_gl.js to do a very simple search and replace of the version string of shaders and stuff just worked. code: https://github.com/greggman/doodles/tree/master/glfw-imgui demo: https://greggman.github.io/doodles/glfw-imgui/out/glfw-imgui... You do have to decide if you want to restructu…

[deleted]

Re: Here be dragons: the same 3D scene implemented with 10 different 3D APIs

#57
post #11

Very interesting. What's striking is how much better the OpenGL version looks than everything else. Not sure if it's because that was the reference version or if some of the other APIs require more work or the dev is simply unfamiliar with them. The Cycles renderer creates some really cool looking materials on the dragon, but the terrain doesn't look great. The Metal version in particular looks terrible, but then aga…

[deleted]

Re: Here be dragons: the same 3D scene implemented with 10 different 3D APIs

#58
post #11

Very interesting. What's striking is how much better the OpenGL version looks than everything else. Not sure if it's because that was the reference version or if some of the other APIs require more work or the dev is simply unfamiliar with them. The Cycles renderer creates some really cool looking materials on the dragon, but the terrain doesn't look great. The Metal version in particular looks terrible, but then aga…

It seems like they actually

Re: Here be dragons: the same 3D scene implemented with 10 different 3D APIs

#60
post #53

Earlier quoted context omitted.

Do you think it's better than Unity's codeless solution?

Unity has a rendering pipeline coded for you, using DirectX or OpenGL, depending on platform and settings.

Isn't the point of this repo to compare the usability of different developer tools?
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