• Runtimes
  • What's new about the Vulkan vs OpeGL Runtimes ?

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Hello,

I am glad to make my animations 2.5D working fluently well if we consider that the future of OpenGL runtimes will be translate to the Vulkan APIs ? (Vulkan is the next frontier merging OpenGL, OpenCL and OpenML for the actual hardware : CPUs an GPUs together).

The next frontier with Unreal 5.0 is high cost for bandwith and is supported mainly for huge 3D artworks, even animations.

The actual Unity release seems to target one more time, C# programmer, and not specially well done for animations in 2D with 3D chipset.

I believe the Spine team will surround the Godot project to ensure they will suppport the new Vulkan API already merged branch in Gihub under the 4.0 core ?

The C++ core in Godot engine is fantastic and awesome crossed with the GDspript.

Will Godot be supported by the Spine team for our next shining projects ?
Kind.

Note : making games optimized with Vulkan means no more graphics card with the actual CPUs on the market, their chipset is quite sufficient in 4K and 8k resolutions.

Spine doesn't really call into any of the lower level APIs like OpenGL or Vulkan in most runtimes. As such, there's no need to specifically optimize anything for Vulkan. That's the task of the respective game engine.

18 дней спустя

That's great, then I can do qhat I want, in native C++. I'm making an interface with SFML, using imgui without sfgui. So I can wrap their Vulkan Api with fallback functions to OpenGl for the graphics keeping the SFML staff for the others low level hardware fiunctions. You are incredibly revelant Mario.