27 Jun 2013, 9:50
Thank you for fast and kind reply.
I'm going to investigate engine API this holidays.
And I found one small bug/feature - I can't enter korean characters in SystemFont sample ( I'm not korean, just work there )
Quote: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).Honestly I don't care about Windows mobile platforms. My main platforms are OSX, Windows and secondary platforms are iOS, Android. So if you could hint how to compile shader at runtime it would be good starting point.
Quote:Probably I could implement one or several your interfaces in my class and implement my own functionality (may be bullet physics could be embedded this way?)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: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.My main language is C++ and it will be. So your engine is perfect fit from this point of view. I guess engine scripting is not necessary for my project. May be later and may be only for logic.
I'm going to investigate engine API this holidays.
And I found one small bug/feature - I can't enter korean characters in SystemFont sample ( I'm not korean, just work there )