• Dear Cerberus X User!

    As we prepare to transition the forum ownership from Mike to Phil (TripleHead GmbH), we need your explicit consent to transfer your user data in accordance with our amended Terms and Rules in order to be compliant with data protection laws.

    Important: If you accept the amended Terms and Rules, you agree to the transfer of your user data to the future forum owner!

    Please read the new Terms and Rules below, check the box to agree, and click "Accept" to continue enjoying your Cerberus X Forum experience. The deadline for consent is April 5, 2024.

    Do not accept the amended Terms and Rules if you do not wish your personal data to be transferred to the future forum owner!

    Accepting ensures:

    - Continued access to your account with a short break for the actual transfer.

    - Retention of your data under the same terms.

    Without consent:

    - You don't have further access to your forum user account.

    - Your account and personal data will be deleted after April 5, 2024.

    - Public posts remain, but usernames indicating real identity will be anonymized. If you disagree with a fictitious name you have the option to contact us so we can find a name that is acceptable to you.

    We hope to keep you in our community and see you on the forum soon!

    All the best

    Your Cerberus X Team

Playing with 3D on Cerberus-X

That is absolutely awesome! Now we can use mojo2 to render procedural textures.

@Ferret3D: I'm not sure for 100% but I think it should work since all of this is based on GLES2 (correct me if I'm wrong).
 
It compiles but the app go's to the background when i run it on a device.
When i select the running app it pops to the foreground and back again.
 
Hey Javi, is it possible to use custom shader code? If so, how? :)
 
@Martin Not right now, Vortex2 only supports the builtin shader, but it can be done with some changes on the architecture (will look into it).
 
Some post processing should now be possible with mojo2.
 
upload_2017-9-1_17-11-53.png


FontTool and Meshtool now complain at startup about a missing libwinpthreat-1.dll.
 
Just compiled a test app with my own model and it runs fine on my Samsung A5 2017 model.
 
Last edited:
Thanks for the report, Mike. I have uploaded a new Win32 package which includes the missing dll.

So, you got it working on an Android device? Maybe it is only older devices that give the error.
 
Is a Galaxy Tab A considered an old device?

Ill do some more testing when mi current game is finished.
I wanted to do mi next game in 3D on Android.
 
It depends. If it's a tab from 2010 then yes, it's definitely too old. If it supports gles 2.0 it should work.
 
So, you got it working on an Android device?

Yes, with target 26 it works just fine. But it was justa simple sceen with 123 objects. The framerate was a little low on my system compared to a different tool but hey, can't have everything. :) What I am surprised about it that some samples run faster in HTML compared to GLFW. :D
 
There's a lot of room for optimization on the engine yet, and I definitely want it to run decently on low end devices, so I will take a look.

Right now I want to start working on a game using Vortex2, so I have been making a world editor (might add it to Vortex as another official tool, but it is very WIP right now):

worldtool.jpg
 
Whooops! Sorry, I missed you message, Mike!

Unfortunately, not right now, but I am working on line / sphere collision testing, which could be used for picking (although it won't be 100% precise). I will upload a sample on how to do screen picking with that, although I will probably add real picking soon.

I have been busy lately, work is not letting me dedicate much time to Vortex2 these days, but I have been working on a better shader architecture (to allow you to use custom shaders) and the ability to enable a separate depth pass when rendering that should improve per pixel lighting performance.
 
Back
Top Bottom