Me, I've been trying to encourage more people to have a go at writing/porting stuff that uses Warp3D Nova's new capabilities. The more people who do that, the more valuable it all becomes, and the more we can improve the system.
EDIT: Getting a modern shader-based game engine on AmigaOS has always been one of my goals. I actually bought a Torque3D license before they fully open-sourced it with that goal in mind. Porting has never been one of my strengths, though, so it's up to someone else to make that happen.
I think you've been doing a good job in that regard too. Part of my daily routine is just to check in here to see what new port kas1e is working on and read about his progress.
4. ported some time ago irrlicht Engine which s a pretty good 3D engine as well as some games which use it: SuperTuxart, Night of the Zombies, Worlds and HCraft: https://www.youtube.com/watch?v=uZiJCSJjm7o
However, I forgot to mention that I specifically asked for the Godot engine....
Irrlicht Engine is good enough even today even on PC and fits better for our limited amiga speed and needs. When and if someone will port Godot, it will mean nothing as well, there will be another engine which we want because we want to know that we have it, but didn't use.
Irrlicht Engine for real cool engine, books have written for, many expirienced coders agree that this is one of the best from last decade, and still, no one here use it except me :) And maybe 1-2 users more tried to use it and wrote me mails about.
In other words, there no needs for Godot, Irrlicht Engine is here, with SDK and stuff ready to use and games examples showing how fast is it.
I agree, its nice to have, but maybe not the most importet.
I don’t think people buy Amiga systems to play pc games, that be insane.
I think we need to focus on the basics. But I think, if Godot was ported, it will have many additional benefits, because lot thing need to be fixed to make that happen.
(NutsAboutAmiga)
Basilisk II for AmigaOS4 AmigaInputAnywhere Excalibur and other tools and apps.
Now this is a bit off-topic but speaking of the Godot engine... I'd like to say that I'm very proud of my students Viktor and Leona, who used the engine to produce a retro-style platformer game called "Gedaria" as their final project this year. Leona provided the hand-drawn graphics and Viktor did the programming. Not bad for two 19-year-olds just coming out of secondary school!
Godot has dropped support for OpenGLES since version 2.1. 3.0 use vulkan like a lot of new software. So we need vulkan first.. but i think it will be really hard
So we need vulkan first.. but i think it will be really hard
As kas1e said in a post above, we don't really need the Godot engine because Irrlicht is good enough. When I said that "we're still waiting for Godot", I was of course making an obvious literary reference
Godot has dropped support for OpenGLES since version 2.1. 3.0 use vulkan like a lot of new software. So we need vulkan first.. but i think it will be really hard
As for Godot 4.x. They give no guarantees that GLES2 will be supported for v4.x+, but do say that others in the community might add it.
I have no idea which GLES3 features they need. Either way, GLES3 on AmigaOS 4 is a lot more feasible than Vulkan. We already support a little GLES3 (e.g., layout qualifiers in shaders).
Features such as instancing support (e.g., glDrawElementsInstanced()), are not available yet. That can be worked around, with a performance hit...
/usr/local/amiga/ppc-amigaos/SDK/local/newlib/include/SDL/SDL_opengl.h:46,
from COpenGLExtensionHandler.h:51,
from COpenGLExtensionHandler.cpp:9:
/usr/local/amiga/ppc-amigaos/SDK/local/common/include/GL/gl.h:796:23: note: previous declaration of ‘void glLogicOp(GLenum)’
796 | GLAPI void GLAPIENTRY glLogicOp( GLenum opcode );
| ^~~~~~~~~
In file included from /usr/local/amiga/ppc-amigaos/SDK/local/common/include/mgl/gl.h:363,
from /usr/local/amiga/ppc-amigaos/SDK/local/newlib/include/SDL/SDL_opengl.h:55,
from COpenGLExtensionHandler.h:51,
from COpenGLExtensionHandler.cpp:9:
/usr/local/amiga/ppc-amigaos/SDK/local/common/include/mgl/minigl.h:2106:13: error: ‘void glCopyPixels(GLint, GLint, GLsizei, GLsizei, GLenum)’ was declared ‘extern’ and later ‘static’ [-fpermissive]
2106 | MGLAPI void glCopyPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum type)
@Sinan You need to build irrliht from my repo, and you need to remove minigl from your SDK , i.e. there should't be directory "GL" with minigl inludes, but instead directory "GL" with gl4es includes.
Also check for which SDL you build it, if for SDL1, then be sure that SDL/SDL_opengl.h have commented out direct include of minigl.
If it will not help, i can upload clib2 version of irrlicht