Diligent Engine is a modern cross-platform low-level graphics library and rendering framework. In a recent release, Diligent Engine enabled support of Vulkan on Android to bring the full power of next-gen APIs to mobile platforms. It also added long-requested C API to better suit the needs of graphics software developers. Diligent Engine is free software and its full source code is available on GitHub.
Leadwerks Software has announced version 5 of their 3D engine will rely on glTF as its main 3D model format. According to the company, the readability of glTF files, its widespread adoption, the well-defined PBR material system, and the availability of game-ready models in glTF format all influenced the decision to move away from custom file formats. glTF will function as a mechanism for getting content into the new engine, but will also serve as the final runtime format for published games, eliminating any conversion step in the new art pipeline. The company is advising partners to begin learning the glTF art pipeline for their 3D modeling package in preparation for the new software.
In these days of social distancing, game developers and content creators all over the world are working from home and asking for help using Windows Remote Desktop streaming with the OpenGL tools they use.
NVIDIA has created a special tool for GeForce GPUs to accelerate Windows Remote Desktop streaming with GeForce drivers R440 or later.
Download and run the executable (nvidiaopenglrdp.exe) from the DesignWorks website as Administrator on the remote Windows PC where your OpenGL application will run. A dialog will confirm that OpenGL acceleration is enabled for Remote Desktop and if a reboot is required.
PoCL is a portable open source (MIT-licensed) implementation of the OpenCL standard (1.2 with some 2.0 features supported). In addition to being an
easily portable multi-device open-source OpenCL implementation, a major goal of this project is improving interoperability of diversity of
OpenCL-capable devices by integrating them to a single centrally orchestrated platform. Upstream PoCL currently supports various CPUs, NVIDIA GPUs via libcuda, HSA-supported GPUs and TCE ASIPs (experimental, see: http://openasip.org) It also is known to have multiple (private) ports. 1.5 release adds support for Clang/LLVM 10.0, easy to use kernel profiling features and plenty of fixes and performance improvements.
Diligent Engine is a modern cross-platform abstraction layer for Vulkan, OpenGL, OpenGL ES, Direct3D11 and Direct3D12. In release v2.4.b, Diligent Engine enabled MSAA and bindless resources, implemented GPU queries, added new tutorials as well as made major improvements to code quality assurance by enabling automated unit tests, format validation and static code analysis.
The developers of the Flax Engine announce that Linux support with Vulkan is coming. This includes high-performant Vulkan rendering and high-DPI monitor support.
Game developers can deploy their games to support desktop gaming on Linux or use special build options to run a game in the cloud for multiplayer and streaming purposes.
Magnum is an Open Source Lightweight and modular C++11/C++14 graphics middleware for games and data visualization. This new release brings Python bindings, Basis Universal texture compression together with glTF support, improved STL interoperability, better Unicode experience for Windows users, single-header libraries, testing improvements, new OpenGL driver workarounds and much more.
Collabora developer Erik Faye-Lund recently went to XDC 2019, where he gave a talk about Zink (OpenGL on Vulkan) (slides). Erik has written an update on the latest developments around Zink, including upstreaming for OpenGL ES, merging in Vulkan and testing on CI.
Heterogeneous-Compute Interface for Portability (HIP) is a runtime API and a conversion tool to help make CUDA programs more portable. It was originally contributed by AMD to the open source community with the intention to ease the effort of making CUDA applications also work on AMD’s ROCm platform.
While AMD and NVIDIA share the vast majority of the discrete GPU market, it is useful to make this “CUDA portability enhancement route” available to an even wider set of platforms. Since the Khronos OpenCL standard remains the most widely adopted cross-platform heterogeneous programming API/middleware, it is interesting to study whether HIP could be ported on top of it, expanding its scope potentially to all OpenCL supported devices. We in Customized Parallel Computing group, Tampere University, Finland, are happy to announce that to have worked on such a tool, known as HIPCL, for some time and it’s now published and available in Github.
The first release of HIPCL is a proof-of-concept, but is already useful for end-users. It can run most of the CUDA examples in the HIP repository and the list of supported CUDA applications will grow steadily as we add new features.
bgfx popular open source cross-platform rendering library adds Vulkan renderer backend. Vulkan renderer backend will be bgfx’ default renderer on Linux, and it can be used on all supported platforms including MacOS via MoltenVK emulation.