27 Jun 2013, 9:02
Hi!
On-the-fly shader creation is basically also possible on all currently supported platforms. However, when you also consider deploying your application on the upcoming Windows RT / Windows Phone 8 platform using DirectX 11 Mobile, you might run into trouble, as Dx11 does not allow runtime shader compilation (at least not for applications submitted to the Windows Store).
Dynamic volumetric lights & shadows are already part of the Murl Engine.
Rendering text to a texture is a central component of the engine, I'm sure it will suit your needs.
Thanks for your interest. Don't hesitate to ask if you have further questions.
Best regards,
Christopher
Quote:Couple days ago I found murl engine, downloaded, compiled samples and I was impressed by your work.Thanks for the compliment!
Quote:But I didn't find enough information to start (nor documents nor samples), so I would like to ask here.Currently, the documentation is still in a very early stage. We are working hard to improve on this during the Beta phase, however it will still take some time until we have a reasonable set of guides, tutorials and samples to get fully acquainted with all aspects of the engine. In the meantime we must ask you to be patient, nevertheless this forum is always a good place for any questions you may have.
Quote:Please excuse my english - I'm not native speaker.No problem, neither am I.
Quote:1. My main requirement - everything should be done programmatically in real time (I don't need XML or any other resource files). All data (vertexes, shaders, textures will be generated on the fly). I found AddGraphNode/RemoveGraphNode and some set... functions, but I wonder do you have set... and add.../remove... functions for everything ?By design, the Murl Engine allows to do this for any type of entity you need, such as resources, scene graph nodes etc. It is possible to manage your scene description completely from C++ code and dynamically create/update your vertex and index buffers as well as textures with custom data.
On-the-fly shader creation is basically also possible on all currently supported platforms. However, when you also consider deploying your application on the upcoming Windows RT / Windows Phone 8 platform using DirectX 11 Mobile, you might run into trouble, as Dx11 does not allow runtime shader compilation (at least not for applications submitted to the Windows Store).
Quote:How about import my own format,I assume you are talking about your own 3D file format. This is possible, as you can always load/parse your input data and feed the data to a GenericGeometry node.
Quote:can I make C++ plugin by extension of your interface ?I'm not quite sure what you mean by that, could you please explain this question in more detail?
Quote:2. My main projects area is visualisation, so I need 3D/Text/Video composition/deformation/lighting/postprocessing. For some projects I need middle rendering quality, but for some featured projects I will need AAA rendering quality and good physics (fluids, destructible objects, dynamic volumetric lights/shadows). Do you have in plans this features and when ?The built-in rigid body physics engine only supports a very basic set of features. If you need fluid and destructible object simulation, you will have to do it yourself or consider using an additional physics engine capable of doing so, as an additional component linked to your Murl Engine project.
Dynamic volumetric lights & shadows are already part of the Murl Engine.
Quote:The best answer would be 1 simple project with run-time created dynamic scene with water or glass objects and high quality render.If you give us some time, we will provide you with a number of samples. This will take a few days however, but we will try to demonstrate all the features you need.
Quote:Right now I'm trying to use Esenthel engine, but it doesn't have good text to texture output (which is vitiable for me) and no scripting (only C++).Currently, the Murl Engine is also C++ only. We plan to offer scripting support in the future as an add-on component, but most likely not before 2014.
Also I tried to utilise G3D engine - it has photon mapping renderer, but community is not active and iOS & Android are not supported.
Rendering text to a texture is a central component of the engine, I'm sure it will suit your needs.
Quote:Also it would be good if you will publish your vision of engine and detailed roadmap.We are working on that
Thanks for your interest. Don't hesitate to ask if you have further questions.
Best regards,
Christopher