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”
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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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Replying to @warrenm
It was one of the reasons behind the creation of Filament (although it’s not quite enough on its own). Apps could either use GL/Vulkan or a full-blown game engine. That’s also why we focus a lot on binary size
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Replying to @romainguy
Love the Filament approach. It’s very close to what I’m envisioning. I’m learning a lot from you right now.
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Replying to @warrenm
The grander vision would be to have utilities on top of it to do assets loadings, text, 2D vector rendering, maybe a scene graph for those who like this kind of things, etc. as individual/optional libraries. It can be done by clients today (ex: ImGui works with public APIs only)
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Replying to @romainguy
Sceneform does a lot of these things atop Filament today, yes? Just not on, say, native iOS?
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Replying to @warrenm
Yes, Sceneform plays that role on Android but requires Java/Kotlin. It’s also an all or nothing approach.
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