The question is, is this a viable niche? You’re using SceneKit, but you’ve hit performance cliffs. You want to use Unity/Unreal, but they’re massive and cumbersome. Is there a (cross-platform) middle road for small teams building interactive/entertainment/edu/AR/viz apps?
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I haven’t done much research yet, but I see things like Cinder, OpenFrameworks, and any number of nascent projects and I have to think things could be simpler and easier. You shouldn’t have to go the full Godot to add 3D to your app.
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A tricky part is subset of features that make the engine 'little', this subset is probably different from project to project. Easy to use (eats whatever data) or performant (data laid out and organized in a particular way), needs editor, physics, scripting, custom shading or not?
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Physics, yes. Scripting, probably. Editor, not essential in the short term. And the subsets I’ve seen have significant overlap. The emphasis is on not being a black box.
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This is essentially what I’m building with my current client! Very early stages right now but we basically are thinking of it as “3js for Metal”
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That’s similar to my conception, at least at the app dev level. Would love to compare notes at some point down the line.
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Yeah definitely! It's very young atm so there's not much to discuss yet. I will say I think our biggest design hurdle so far has been trying to think about Metal pipeline states as materials in a way that is both generalized and simple
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I’ll be watching what you two come up with. Life has been crazy the past two years, with all the moving, but seems to be stabilizing. I should have time to start working on tools to integrate with whatever you’re up to, in 2019. P.S. Have you two met? I’m in Sam’s old home turf!
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I'm building something similar for our company as well. A core C++ PBR renderer using bgfx with ARCore/ARKit abstractions built on top. Still in the early stages but hoping to access it through Obj-C/Java.
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There's half a million mini-rendering engines out there. It's probably the side project of every graphics programmer at some point. Of course, no one engine does 100% of what you want, so now there's half a million and one engines out there :)
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IMHO the 'engine' is just that little unimportant thing dangling off the end of the asset pipeline ;) Or: show me your asset pipeline, and I can tell your the architecture of your engine (at least that's what it *should* be)
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asset pipeline, what is that? :P
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Hey
@warrenm
Okay that makes it *five* companies looking for this *exact same thing*.Thanks. Twitter will use this to make your timeline better. UndoUndo
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We've very much needed this in the past. We wound up going with the Ogre graphics engine and doing some heavy customizations ourselves. But what you're describing is exactly what we originally set out looking for.
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This is a niche that
@monogame (a crossplatform XNA replacement) filled pretty successfully with indie devs -
Wrong handle, i meant
@MonoGameTeam
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