Comments (5)
What about using the EngineObject.Foreach() method?
from prowl.
also will it be possible to have multiple transparent objects layered over eachother?
from prowl.
I know the guys who made TheMachinery game engine had layered transparency working flawlessly
from prowl.
What about using the EngineObject.Foreach() method?
I mean the engine just loops over a Dictionary holding all engine types, EngineObject.AllObjects is a DIctionary<Type, EngineObject>, I've generally just directly looped all inside that dictionary, because idk what components are renderable or anything, i cant specify a type i have to go over them all, and we go over them all to update anyway.
Like you could implement your own renderable component that doesnt inherit anything it just called Graphics.DrawMesh inside it randomly, that ideally should just work.
Also will it be possible to have multiple transparent objects layered over eachother?
I mean we already can, just need to order transparency to the end of rendering and with culling off.
But I'm considering switching to Forward rendering just for transparency which solves all the transparency issues, it's called Hybrid rendering, I want to expand the Node Graph to just be able to handle this automatically for us, so I don't explicitly have to implement hybrid rendering.
from prowl.
We could also have Light shadowmaps be passed through a render graph.
Ideally 100% of everything rendering related is passed through a render graph
from prowl.
Related Issues (20)
- [Editor] Overhaul Mesh Importing
- [Editor] Shader Hot-Reloading doesnt seem to work HOT 1
- [Engine] Reduce the overhead of GameObjects HOT 2
- [Runtime/Gizmos] UI Runtime Solution HOT 5
- [Rendering] Google ANGLE support for Vulkan, Metal and DirectX HOT 1
- [Editor] Missing Monobehaviours HOT 1
- [Engine] SceneObjects HOT 3
- [Editor] Inspector/CustomEditors need to support Sub Assets & Runtime Generated Resource
- [Inspector] Need to rewrite how Component Drawing works HOT 1
- [Editor] I'm having problems when creating files inside folders, because they are being created at the root folder, not inside the desired folder.
- Embedding the Engine in an AvaloniaUI App HOT 5
- [Cleanup] Merge RegisterAllType methods into 1 system HOT 2
- [Editor] DragnDrop Improvement
- [Editor] Mac OSX input is not working HOT 2
- [Editor] ModelImporter Embedded Textures Support
- [Editor] Improved Prefabs
- [Editor] MacOS creating a new project fails HOT 3
- [Rendering] Mac OS Rendering is wack. EditorGUI + Runtime Renderer
- [Editor] (MacOS) crash when clicking "AssetBrowser" HOT 3
- Editor failing to load, constantly throwing errors. HOT 3
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from prowl.