harmony
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A modern 3D/2D game engine that uses wgpu.
Test on GTX 1070s, windows 10. [2020-08-02T10:51:56Z ERROR gfx_backend_vulkan] VALIDATION [VUID-VkImageViewCreateInfo-viewType-01004 (1838557948)] : Validation Error: [ VUID-VkImageViewCreateInfo-viewType-01004 ] Object 0: handle = 0xedbd50000000010, name = Shadow map atlas, type =...
This is fairly high on the list of things to do. We should be able to create a pipeline that has compute shaders.
This project is very promising like rendy's architecture. If it will support wasm, then will be better. The wasm may limit the crossbeam usage, it may be a problem.
Currently when loading in GLTF mesh both the mesh import code and the material manager duplicate materials per primitive. We can do better than that and share materials between primitives...
Glad to see so many improvements. If async computer shader can be supported, that will be wonderful. Also, wgpu supports render bundle now, using render bundle can get rid of...
- Harmony version: commit [`bd4300ffbc651aeea8e625606645d90021cad83a`](https://github.com/StarArawn/harmony/commit/bd4300ffbc651aeea8e625606645d90021cad83a) - Active Rust Toolchain: stable-x86_64-apple-darwin (default) rustc 1.44.1 (c7087fe00 2020-06-17) - OS: OS X v10.11.6 El Capitan - GPU: Intel HD Graphics 4000 - Computer:...
Currently we don't really have a good way of branching based off of parameters in a shader which important for an uber shader. Ideally we likely should have some compile...
The struct "SimplePipelineDesc" may rename to SimpleRenderPipelineDesc, because what it generates is a "wgpu::RenderPipeline".I am confused about it with "PipelineDesc" in pipeline_manager. The RenderGraph is to make sub render passes,...
Mostly we use the `RenderTarget` stuff for probes and it's use is very internal to the engine, however I can see the use case for needing to expose it more....