Gray Olson

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I would say one of the main things personally would be robust, though relatively simple sprite/animation support. One of the things I think Cocos2D got very right is the way...

> Isn't it possible to integrate another interface from another game engine and the user can switch between the two interfaces. So for example if in object mode, then the...

Well, it would be quite common that you'd want to move something, then modify its properties, then move it again, then change its shape, then move it again, etc, no?...

A possibility here *might* be to create a shared texture between the game and Blender, so the came could draw into it and then blender could draw that onto a...

No. Basically the Arsenal engine would render the scene into an off-screen framebuffer that is shared with blender. Then Blender would draw this framebuffer onto its own viewport by just...

Getting shaderc to work on windows is a bit of a sh*tshow at the moment, but it *does* work. See https://github.com/Lokathor/learn-gfx-hal#requirements

Yea this is a known issue, rendy doesn't work on dx12 currently because dx12 doesn't support secondary command buffers

@vlabo it’s not for sure yes or no yet. @grovesNL has been working on getting webgl working with hal thru a unified gl/webgl interface I believe he’s calling glow, so...

That's not the actual error, just symptoms of it. If the application doesn't exit cleanly for whatever reason (a panic most likely) then that will get printed at the end...

Sounds awesome to me On Tue, Sep 24, 2019, 7:35 AM Brian Schwind wrote: > Are the maintainers of this crate interested in having a simple iOS > example which...