What are you talking about?but Vulkan currently doesn't have any readily available dev tools or environments
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What are you talking about?but Vulkan currently doesn't have any readily available dev tools or environments
Wait... What API did id establish? They have always used OpenGL with standard extensions since going accelerated 3D. Before that, everything was done in software. id Software was a contributing member of ARB before being absorbed into Khronos, just like EA is becoming a contributing member to Khronos.Vulkan is an API. that's all it is. EA's input will be.. "we would like these things in the API to be called in a fashion like X." they won't be engaged in any large code updates to the API itself. They will influence the use of the API but doubtful as to the function.
We won't see an EA exclusive version of the Vulkan API. At least I hope we won't! Because that would be... HORRIBLE. Of course in the early days with DOOM that's exactly what ID did. they established their own API.
Wait... What API did id establish? They have always used OpenGL with standard extensions since going accelerated 3D. Before that, everything was done in software. id Software was a contributing member of ARB before being absorbed into Khronos, just like EA is becoming a contributing member to Khronos.
They most definitely are, as they were with OpenGL, but I don't see them as a member of Khronos.I would say id is on board with Vulkan. 2016 DOOM soon had full Vulkan support and it was a pretty good boost to the FPS playing it on a AMD RX 480.
Wait... What API did id establish? They have always used OpenGL with standard extensions since going accelerated 3D. Before that, everything was done in software. id Software was a contributing member of ARB before being absorbed into Khronos, just like EA is becoming a contributing member to Khronos.
The renderer in Doom was written from scratch by Carmack. It is telling the VGA driver how to present each pixel after models, textures and sprites were calculated in the engine using pure math. DOS/4GW was just a memory extender so DOS programs could access protected memory, or use more than 640 KB.Your right it was a software renderer. dogs4gw if memory serves?
The renderer in Doom was written from scratch by Carmack. It is telling the VGA driver how to present each pixel after models, textures and sprites were calculated in the engine using pure math. DOS/4GW was just a memory extender so DOS programs could access protected memory, or use more than 640 KB.
The renderer in Doom was written from scratch by Carmack. It is telling the VGA driver how to present each pixel after models, textures and sprites were calculated in the engine using pure math. DOS/4GW was just a memory extender so DOS programs could access protected memory, or use more than 640 KB.
Good ole John Carmack. I miss hearing from him in the public space. I watched a video of a speech he gave at a symposium of some kind concerning game development and problems because of legacy APIs like OpenGL and DirectX and how it stifles innovation. Man did he call it. I think that was 8 or 10 years ago.