implementing PBS material and Direct3D11 support



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Joined: Sun Sep 04, 2016
Posts: 1
PostPosted: Mon Sep 05, 2016 12:40 pm Post subject: implementing PBS material and Direct3D11 support
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Physical Based Shading is becoming an standard in game industry and I really wish to see it in Neoaxis! and i think Direct3D9 is too old.

 
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Joined: Fri Jul 26, 2013
Posts: 34
PostPosted: Mon Sep 05, 2016 3:11 pm 
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You right. Neoaxis need support it.
P.S. My old computer use direct3D9 now:)

 
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Joined: Thu Sep 01, 2016
Posts: 1
PostPosted: Mon Sep 05, 2016 5:58 pm 
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my use DirectX 9-10, not 11

2:1 :wink:

 
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Joined: Sat Apr 12, 2014
Posts: 5
PostPosted: Mon Sep 05, 2016 10:17 pm 
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Ideally it should support as much as possible, from 9 to 12, even if it has different builds to do so, much like Urho3D. We need more engines that can expand every capability like that. If NeoAxis tries to compete with something like Unreal, I fear the worst.

 
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Joined: Sat Oct 19, 2013
Posts: 74
Location: Racibórz
PostPosted: Wed Sep 07, 2016 10:35 am 
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Find a people who will develop DX11 and early DX12, and fully OpenGL support to NAE which is not popular yet :P
Engine need more work and I am really glad that mr. Ivan still works on it with the help from community ;) With version 4.0 and above (with NA Studio release) we might see these DX and OpenGL support ;)

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