Re:Show HN: A friend and I spent 6 years making a simulation...
by danielheath on Wednesday June 01, 2022 @08:48PM
(#31590015)
Proton with DV9K is - for a few games - faster than native windows. I don't fully understand it, but apparently the process of automatically rewriting shaders from DX to Vulcan can speed things up.
Re:Show HN: A friend and I spent 6 years making a simulation...
by sph on Friday June 03, 2022 @04:37AM
(#31605753)
I think you mean DXVK.
Re:Show HN: A friend and I spent 6 years making a simulation...
by duped on Wednesday June 01, 2022 @05:55PM
(#31588651)
It's pretty straightforward to have an abstraction for file systems with "special" file locations, it's been common in app sdks for at least a decade in a half. Unity doesn't have something like that?
Eg you would never use /tmp or %USER%/AppData, but call a function File::getPath(TempDirectory) or something like that.
Re:Show HN: A friend and I spent 6 years making a simulation...
by kroltan on Wednesday June 01, 2022 @06:50PM
(#31589150)
It does, but I'm guessing it's just one simply understandable example.
C# has the very Windows-centric https://docs.microsoft.com/en-us/dotnet/api/system.environme...
Unity itself has the Application.*Path properties for some more general cross-platform-aware paths. https://docs.unity3d.com/ScriptReference/Application.html
Re:Show HN: A friend and I spent 6 years making a simulation...
by BlueTemplar on Wednesday June 01, 2022 @08:41PM
(#31589973)
Curious, why targeting DirectX, rather than Vulkan... it's not like you think about releasing on Xbox, do you ?
Re:Show HN: A friend and I spent 6 years making a simulation...
by iliketrains on Wednesday June 01, 2022 @09:25PM
(#31590244)
I remember writing some GPU instancing optimization that had #ifdef for DirectX 11+, but that code is old. Now I've learned how to go without it.
It's just all those small things that has to be right to make it work cross platform.
However, it's not always that easy as checking a box. For example some shader optimizations may be specific to DirectX. File system works differently (no "User/Documents" on Mac). Or issues with native libraries.
Our game does work on Linux Proton though, that was a surprise to us.