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The Future Of Armory Engine

#1
The Future Of Armory Engine

<div><p>The Armory game engine is an interesting open source project built on top of the Blender graphics application.&nbsp; If you are interested in learning more about the Armory game engine, be sure to check out our <a href="https://devga.me/tutorials/armory3d/">complete tutorial series over on DevGa.me</a>.&nbsp; Details on Armory have been scarce since 0.5 was released due to a lack of release details.&nbsp; The developer recently released an update with a bit of a roadmap of future Armory development.</p>
<p>Details of Armory 2020 <a href="https://github.com/armory3d/armory/issues/1545">from GitHub</a>:</p>
<blockquote>
<p>Welcome! With 2020 already in full swing, I would like to outline some plans for Armory architecture in the upcoming year. </p>
<ul>
<li>Move rendering to <a href="https://github.com/Kode/Kinc/tree/master/Sources/kinc/graphics5">Graphics5</a>. G5 is a newer API being developed in <a href="https://github.com/Kode/Kinc">Kinc</a>, leveraging modern graphics APIs like D3D12 / Vulkan / .. </li>
<li>As a result, support for D3D12, Vulkan, Metal and WebGPU will be priority. Once running smoothly, older graphics APIs will be dropped. </li>
<li>Implement ray-tracing for dynamic scenes. Right now Armory already has <a href="https://github.com/Kode/Kinc/blob/master/Backends/Graphics5/Direct3D12/Sources/Kore/RayTraceImpl.cpp">DXR support</a>, but only handles static scenes. The goal is to have <a href="https://github.com/armory3d/armory/wiki/tanks">tanks demo</a> running on a ray-tracing render path. </li>
<li>Move low-level parts of Armory (like <a href="https://github.com/armory3d/iron">iron</a>) to C. This is to better take advantage of multi-threading coupled with Graphics5 API. As a result, Armory will not be dependant on Kha (Haxe), but will interface directly with Kinc ©. An <a href="https://github.com/armory3d/Kromx">extended version of Krom</a> which exposes Armory-specific functionality from C to Haxe/JS will be developed to accomplish this. </li>
<li>Armory traits will be written in Haxe/JS like usual, or anything which compiles into WebAssembly. </li>
<li>For web deployment, WebAssembly and WebGPU will be used.</li>
</ul>
<p>Feel welcome to bring up any of these points for a discussion. If you have additional ideas which may improve the project further, please bring those up as well. The goal is to keep Armory viable long-term with a modern base ready for upcoming years.</p>
<p>My biggest thanks to everyone who already contributed to the project in any form over the years!</p>
</blockquote>
<p>You can learn more about this release and recent Armory history in the <a href="https://youtu.be/lwdVwMTnCm4">video</a> below.&nbsp; You can learn more about Kha <a href="https://www.youtube.com/watch?v=GWIyTBCoYdI">in this video</a> and check out our recently created <a href="https://www.youtube.com/watch?v=AqHl-q45UbU">video on ArmorPaint</a>, a PBR based painting application built on the Armory engine. </p>
<p align="center"><iframe class='youtube-player' type='text/html' width='853' height='480' src='https://www.youtube.com/embed/lwdVwMTnCm4?version=3&rel=1&fs=1&autohide=2&showsearch=0&showinfo=1&iv_load_policy=1&wmode=transparent' allowfullscreen='true' style='border:0;'></iframe></p>
<p class="under"> <span class="categories"><a href="https://www.gamefromscratch.com/category/GameDev-News.aspx">GameDev News</a></span> <span class="tags"><a href="https://www.gamefromscratch.com/?tag=/Armory" rel="tag">Armory</a> <a href="https://www.gamefromscratch.com/?tag=/Blender" rel="tag">Blender</a></span> </p>
<hr>
<p> &lt;!–</p>
<p>–&gt;</p>
</div>


https://www.sickgaming.net/blog/2020/01/...ry-engine/
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