Re:Here be dragons: the same 3D scene implemented with 10 di...
by sicher on Wednesday July 26, 2017 @05:46AM
(#14854820)
Unity has a rendering pipeline coded for you, using DirectX or OpenGL, depending on platform and settings.
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Re:Here be dragons: the same 3D scene implemented with 10 di...
by golergka on Wednesday July 26, 2017 @06:43AM
(#14855073)
Isn't the point of this repo to compare the usability of different developer tools?
Re:Here be dragons: the same 3D scene implemented with 10 di...
by sicher on Wednesday July 26, 2017 @07:39AM
(#14855311)
Not really. The Readme says this:
"This repository contains multiple implementations of the same 3D scene, using different APIs and frameworks on various platforms. The goal is to provide a comparison between multiple rendering methods. This is inherently biased due to the variety of algorithms used and available CPU/GPU configurations, but can hopefully still provide interesting insights on 3D rendering."
It's a mixed bag of APIs, software, hardware and tools, approaching the rendering in very different ways. There's even an offline renderer (Blender Cycles) and a software real time renderer in the repo.
Re:Here be dragons: the same 3D scene implemented with 10 di...
by golergka on Wednesday July 26, 2017 @09:10AM
(#14855884)
> The goal is to provide a comparison between multiple rendering methods.
Well, isn't usability the most important criteria to compare it on?
Re:Here be dragons: the same 3D scene implemented with 10 di...
by sicher on Wednesday July 26, 2017 @03:10PM
(#14859199)
No, one of these methods takes seconds to minutes for a frame to render. One takes a lot of CPU and a bunch are letting the GPU doing the work. Not to mention that a few examples run och very specific hardware only (PS2, GBA etc).