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warrenm's profile
Warren Moore
Warren Moore
Warren Moore
@warrenm

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Warren Moore

@warrenm

Software engineer specializing in mobile graphics and augmented reality. Author of “Metal by Example”

San Francisco, CA
metalbyexample.com
Joined April 2008

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    Warren Moore‏ @warrenm Sep 19

    I’ve spoken with four teams in the past three days that would benefit from what I’m terming “mobile real-time rendering infrastructure”: a source-available, approachable, extensible library/ecosystem for building 3D apps and visualizations without the overhead of a “game engine”

    6:07 PM - 19 Sep 2018
    • 3 Retweets
    • 36 Likes
    • Michael Baxter Dihara Wijetunga Denis Togbe Mustafa Youldash steffen John Schuchard 👾 Gil Hagi wik manyo ¯\_(ツ)_/¯asaurus Rex
    8 replies 3 retweets 36 likes
      1. New conversation
      2. Warren Moore‏ @warrenm Sep 19

        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?

        8 replies 0 retweets 7 likes
        Show this thread
      3. Warren Moore‏ @warrenm Sep 19

        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.

        5 replies 0 retweets 10 likes
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      4. End of conversation
      1. New conversation
      2. Christopher Dyken‏ @cdyk Sep 22
        Replying to @warrenm

        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?

        1 reply 0 retweets 0 likes
      3. Warren Moore‏ @warrenm Sep 23
        Replying to @cdyk

        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.

        0 replies 0 retweets 1 like
      4. End of conversation
      1. New conversation
      2. Sam Loeschen‏ @samloeschen Sep 19
        Replying to @warrenm

        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”

        1 reply 0 retweets 2 likes
      3. Warren Moore‏ @warrenm Sep 19
        Replying to @samloeschen

        That’s similar to my conception, at least at the app dev level. Would love to compare notes at some point down the line.

        1 reply 0 retweets 0 likes
      4. Sam Loeschen‏ @samloeschen Sep 19
        Replying to @warrenm

        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

        1 reply 0 retweets 0 likes
      5. Jessy Catterwaul‏ @jessyMeow Sep 20
        Replying to @samloeschen @warrenm

        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!

        0 replies 0 retweets 1 like
      6. End of conversation
      1. Dihara Wijetunga‏ @diharaw94 Sep 24
        Replying to @warrenm

        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.

        0 replies 2 retweets 4 likes
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      1. New conversation
      2. Hans-Kristian‏ @Themaister Sep 20
        Replying to @warrenm

        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 :)

        1 reply 0 retweets 6 likes
      3. Andre Weissflog‏ @FlohOfWoe Sep 20
        Replying to @Themaister @warrenm

        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)

        1 reply 0 retweets 2 likes
      4. Hans-Kristian‏ @Themaister Sep 20
        Replying to @FlohOfWoe @warrenm

        asset pipeline, what is that? :P

        0 replies 0 retweets 1 like
      5. End of conversation
      1. Sam Mueller‏ @samuel_mueller Sep 22
        Replying to @warrenm

        Hey @warrenm 👋 Okay that makes it *five* companies looking for this *exact same thing*.

        0 replies 0 retweets 1 like
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      1. Clay Garrett‏ @clay_garrett Sep 20
        Replying to @warrenm

        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.

        0 replies 0 retweets 1 like
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      1. New conversation
      2. Philippe Rollin‏ @prollin Sep 20
        Replying to @warrenm

        This is a niche that @monogame (a crossplatform XNA replacement) filled pretty successfully with indie devs

        2 replies 0 retweets 1 like
      3. Philippe Rollin‏ @prollin Sep 20
        Replying to @prollin @warrenm @monogame

        Wrong handle, i meant @MonoGameTeam

        0 replies 0 retweets 0 likes
      4. End of conversation

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