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March Newsletter is out.
Available here, for those who are not subscribed to the list.
Ironically, was supposed to be a "January Newsletter", but was held until March because of the unexpected, lengthy challenges that came with creating and releasing the MacOS updates. That's game development.
Mostly a recap of what's already been shipped, with a little discussion of the menu interface work we're doing.
Ironically, was supposed to be a "January Newsletter", but was held until March because of the unexpected, lengthy challenges that came with creating and releasing the MacOS updates. That's game development.
Mostly a recap of what's already been shipped, with a little discussion of the menu interface work we're doing.
Ty incarnate o/ , Long Live VO ! :)
Will these UI improvements expose a method for allowing plugins to more seamlessly integrate with the UI? Currently if a plugin author wants to add their plugin to the PDA tab list or to the Config dialog, a lot of iffy hacking has to be done, and there's not a lot of information out there regarding how to make this possible.
To be honest, that is not part of the UI's scope of development. I'm just trying to get UI updates that are badly needed, along with new UIs for a lot of constructs like the Report system and other evolving functionality.
I think it's understandable to look for potential expansion of the plugin API, so to speak, but it's really a separate topic. It doesn't have much overlap with the work we're currently doing.
I think it's understandable to look for potential expansion of the plugin API, so to speak, but it's really a separate topic. It doesn't have much overlap with the work we're currently doing.
I would completely understand it being a real low priority, but is there any plan to allow VendettaMark optionally to bench on the vulkan driver?
There'll be a completely different version of VendettaMark that's released around the Vulkan driver, with different tests.
Basically, the differences between the current VendettaMark, and some of the changes we've since made to the renderer and engine path, are (and will be) so drastic that there's no value in comparison against other APIs.
The extant version of VendettaMark, that compares across DX11, ES3 and GL4 will continue to exist, as its own unique entity. But the Vulkan release will be a different benchmark, basically.
Not unlike a "Firestrike" vs "Timespy" or whatever, with FutureMark's stuff.
Basically, the differences between the current VendettaMark, and some of the changes we've since made to the renderer and engine path, are (and will be) so drastic that there's no value in comparison against other APIs.
The extant version of VendettaMark, that compares across DX11, ES3 and GL4 will continue to exist, as its own unique entity. But the Vulkan release will be a different benchmark, basically.
Not unlike a "Firestrike" vs "Timespy" or whatever, with FutureMark's stuff.