dhewm3 | dhewm 3 main repository | Game Engine library

 by   dhewm C++ Version: 1.5.2 License: GPL-3.0

kandi X-RAY | dhewm3 Summary

kandi X-RAY | dhewm3 Summary

dhewm3 is a C++ library typically used in Gaming, Game Engine applications. dhewm3 has no bugs, it has no vulnerabilities, it has a Strong Copyleft License and it has medium support. You can download it from GitHub.

dhewm 3 is a Doom 3 GPL source port, known to work on at least Windows, Linux, macOS and FreeBSD. The goal of dhewm 3 is bring DOOM 3 with the help of SDL to all suitable platforms. Bugs present in the original DOOM 3 will be fixed (when identified) without altering the original gameplay. The official homepage is: Mods supported by dhewm3: Mod SDK for dhewm3: The project is hosted at: Download the latest release: Consult the FAQ at: Report bugs here:
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            kandi-support Support

              dhewm3 has a medium active ecosystem.
              It has 1573 star(s) with 312 fork(s). There are 107 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 101 open issues and 288 have been closed. On average issues are closed in 86 days. There are 11 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of dhewm3 is 1.5.2

            kandi-Quality Quality

              dhewm3 has 0 bugs and 0 code smells.

            kandi-Security Security

              dhewm3 has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              dhewm3 code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              dhewm3 is licensed under the GPL-3.0 License. This license is Strong Copyleft.
              Strong Copyleft licenses enforce sharing, and you can use them when creating open source projects.

            kandi-Reuse Reuse

              dhewm3 releases are available to install and integrate.
              Installation instructions are not available. Examples and code snippets are available.
              It has 372 lines of code, 29 functions and 3 files.
              It has high code complexity. Code complexity directly impacts maintainability of the code.

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            dhewm3 Key Features

            No Key Features are available at this moment for dhewm3.

            dhewm3 Examples and Code Snippets

            No Code Snippets are available at this moment for dhewm3.

            Community Discussions

            QUESTION

            Is iOS 12 on the iPhone X rendering OpenGL ES on top of Metal? And is there any way to avoid it?
            Asked 2019-Mar-13 at 03:22

            So I've got a weird issue. I'm porting a modern source port of an old game engine to iOS and tvOS. It was written using OpenGL and I found a fork of it that uses OpenGL ES and I've been able to Frankenstein combine the two to where it will actually now successfully run on iOS and tvOS devices.

            Here's the weird part - parts of the game do not render correctly on my iPhone X but they do render correctly on my iPad Air 2 and Apple TV (4th gen).

            I notice in the flurry of messages in the output window that the spot where the engine outputs renderer information, on the iPhone X it says

            OpenGL version: OpenGL ES 2.0 Metal 58.4

            whereas on, say, the iPad Air 2 it says

            OpenGL version: OpenGL ES 2.0 A8X GPU - 130.1

            "OpenGL ES Metal" sounds like "Jumbo Shrimp" to me since those are obviously not the same thing. If I were to guess, I'd say that on the iPhone X the OpenGL ES drivers are running on top of some sort of Metal translation layer, which may be Apple's long term plan for having some sort of future-proofing in the wake of the OpenGL ES deprecation.

            But for whatever reason it's breaking my game engine and although I'm decent at making code work together, I don't know enough about graphics coding to know even where to look to change things to work.

            Obviously the right answer is to fix whatever is causing the issue but as a short term fix I'm curious if there's any way to get a game on iOS to not use OpenGL ES on top of Metal? (if that is indeed what is happening)

            So, like Brad Larson says below, the answers were: yes OpenGL ES is running on top of Metal and no, it can't be avoided. However for future reference if anyone else is running into this problem I solved the real underlying issue with the help of another SO answer:

            WebGL GLSL fragment shader not working on iOS

            Basically the floating point precision of the shaders need to be upgraded from lowp and mediump to highp

            ...

            ANSWER

            Answered 2019-Mar-08 at 21:41

            Yes, OpenGL ES is effectively an interface to Metal on recent iOS versions (since I believe 10, if I'm not mistaken).

            From the Roblox Metal retrospective:

            It is also worth noting that there is no GL driver on iOS 10 on the newest iPhones, apparently. GL is implemented on top of Metal, which means using OpenGL is only really saving you a bit of development effort – not that much, considering that the promise of “write once, run anywhere” that OpenGL has does not really work out on mobile.

            You can verify this yourself by profiling OpenGL ES code on modern iOS versions:

            In addition to the above, you'll see Metal-specific operations like -[MTLIOAccelCommandQueue submitCommandBuffers:count:] appearing in profiling of your OpenGL ES applications.

            Near as I can tell, there's no way to circumvent this, it's how rendering is architected on modern iOS versions. That said, I've not seen this alter the behavior of my OpenGL ES code. I have seen different iOS GPUs produce slightly different rendering behavior due to their hardware, so it's possible you're encountering something that is device-specific.

            Check for the usual suspects involving precision qualifiers, Z-fighting, division-by-zero in shaders, etc. and see if one of those is messing up your rendering. Those are all places where I've seen new device generations disrupt my rendering.

            Source https://stackoverflow.com/questions/55066901

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install dhewm3

            You can download it from GitHub.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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