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Hot loading C++ game code (prideout.net)
19 points by prideout on Sept 22, 2021 | hide | past | favorite | 4 comments


I have not seen filament before. It looks more like a static renderer ... or maybe a renderer of static scenes to me from looking at the github.

Is there a concept of rendering at 30/60 frames per second built in to filament?

The rest of your blog posts look really interesting too!


Coincidentally, I've been digging deep into Filament over the past couple of weeks as a replacement for Unity (I just need 3D rendering without all the doo-dads that come with a full game engine). I'm guessing from the submitter's username that he actually works on Filament too.

The library is presented as a physically-based renderer, but call render() every 16ms and you've got 60fps rendering (provided your shaders/materials/etc aren't too heavy). It's not a drop-in replacement for general game rendering (e.g. I don't think there's LOD support) but if you know the constraints of your scene upfront then it's perfectly feasible (as the link shows).

There's also built-in support for gLTF animations (and manually animating bones/morph targets), which is what I'm doing. I assume you'd need to implement the logic yourself if you're using other model formats.


Although primarily intended for games, Irrlicht is a relatively simple library (compared to a full game engine).

https://irrlicht.sourceforge.io/


what happens when you write code that segfaults?




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