d3d8to9
bgfx
d3d8to9 | bgfx | |
---|---|---|
38 | 71 | |
847 | 14,323 | |
- | - | |
4.1 | 9.3 | |
23 days ago | 2 days ago | |
C++ | C++ | |
BSD 2-clause "Simplified" License | BSD 2-clause "Simplified" License |
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For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
d3d8to9
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Blood Omen 2 problematic compatibillity
So Blood Omen 2 runs fine when i use the d3d8.dll from, this link https://github.com/crosire/d3d8to9/releases and fixes my menu issues/freezing on Windows 10. But i also wanted to try the Conceptual edition mod which comes with its version of the Revamped d3d8.dll which upon launch of the game always crashes it. Any suggestions, I can play Vanilla fine now but i really wanted to try the mod . There is a substantial size difference between the two dll files if that helps. I wondered if i can merge them ?
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What games work with this?
Occasionally, you can get directx8 games to work using d3d8to9, and rarely a game uses shader model 2/3 but can still run. Those sorts of games are definitely exceptions, though.
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Has anyone already tried to use RTX Remix in Freelancer? If so, how do you remove that glare?
А врапер юзал с гитхаба. https://github.com/crosire/d3d8to9/releases/tag/v1.11.1
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It's begun
You can get wrapper here
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Command & Conquer: Renegade
This one: https://github.com/crosire/d3d8to9
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RTX Remix?
I have been working on RTX Remix integration in Freelancer for a bit, the problem is that you need to use a wrapper such as https://github.com/crosire/d3d8to9/releases to convert all calls to DirectX9.
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LTSC is truly masterpiece!
/u/mainmeal5 /u/MCMFG have you guys tried this: https://github.com/crosire/d3d8to9 ?
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Mafia 1 can't use GPU
I found a fix! Download this https://github.com/crosire/d3d8to9/releases/tag/v1.11.0 and paste the file in the game directory (C:\Program Files (x86)\Steam\steamapps\common\Mafia\Mafia). Game will run on dedicated GPU even if the game settings still show the integrated graphics.
- Are there any tutorials on how to use the Portal RTX files for other games?
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I'm looking for an infinite decals mod for mp2
You are welcome. Consider using d3d8to9 and other patches for a better experience.
bgfx
- WebKit Switching to Skia for 2D Graphics Rendering
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Is it possible and realistic to learn independent of an API?
Sort of, I'd recommend a modern higher level API. I'm not sure what the current recommended ones are (probably bgfx), but assuming the wrapper is "low level enough", then the concepts you learn are still going to apply.
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Ask HN: Released games built on FOSS engines?
https://github.com/bkaradzic/bgfx for just that FOSS intermediate rendering library (includes Minecraft)
- Valve Says Counter-Strike 2 for macOS Not Happening, There Aren't Enough Players
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The Ultimate Cross-Platform Rendering Engine?
BGFX: Pretty mature and easy to use with many backends.
- Cairo – Open-Source 2D Graphics Layer/API with Fonts and Many Back-Ends
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Best graphics libraries for game development that are compatible with Apple Metal API?
bgfx. I have not used it, but I have heard good things about it.
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LWJGL = SFML vs Allegro vs SDL vs Ogre vs ???
There's kind of a lack of this for C++ in 3D, I think it's often due to the necessity of a secondary scripting language in game engines with C++, which isn't necessarily needed in Java or C#. SFML is like that (but also 2D), Godot is similar (but more geared towards 2D). Ogre3D is an actual engine like I mentioned earlier, not sure how easy it is to use. Cocos2d is higher level, but is also 2D only. I'm not fond of SDL, it feels like a windowing library with slow old school immediate mode stuff attached, so it ends up not being good at the rest of the tacked on things. SDL is popular as a windowing library, and it's why you see it used everywhere (but the most notable uses of it aren't using their drawing capabilities), I often see bgfx thrown around, and for you it might be a good choice, though I have no experience with it.
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Is it a crazy idea to create a 3D operating system?
Another route could be using an abstraction over Vulkan (faster, more efficient, more difficult): bgfx, dawn, magma, or wgpu (Rust).
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The update we all want but will never get
now, java is actually quite a performant language and even if its not most of the performance bugs in mc are due to it being single threaded, inefficient chunk generation and optimizing, and it built ontop of opengl WHICH isn't much of a performance hit but its still ehh idk it doesn't matter that much (NOW SWITCHING THE GAME TO AN ENTIRELY DIFFERENT GRAPHICS API WOULD SUCK ASS TO DO (and vulkan is quite verbose :))) (AND also bgfx would probably be better due to it being an abstraction layer ontop of all the graphics apis so minecraft could target many depending on your platform (and also bedrock used to (or still does i dont know) use bgfx before they switched to just two (IF IM READING MC WIKI RIGHT BECAUSE IM NOT ENTIRELY SURE IF THEY USE BGFX STILL ?? SO THEY COULD STILL BE TARGETING MULTIPLE YET THEY JUST WROTE THEIR NEW SHIT BAD IDK))
What are some alternatives?
dxwrapper - Fixes compatibility issues with older games running on Windows 10/11 by wrapping DirectX dlls. Also allows loading custom libraries with the file extension .asi into game processes.
GLFW - A multi-platform library for OpenGL, OpenGL ES, Vulkan, window and input
d8vk - Direct3D 8 to Vulkan translation for DXVK!
DiligentEngine - A modern cross-platform low-level graphics library and rendering framework
reshade - A generic post-processing injector for games and video software.
magnum - Lightweight and modular C++11 graphics middleware for games and data visualization
dgVoodoo2 - Glide/DirectX implementation on D3D11/12
Ogre 3D - scene-oriented, flexible 3D engine (C++, Python, C#, Java)
dxvk - Vulkan-based implementation of D3D9, D3D10 and D3D11 for Linux / Wine
sokol - minimal cross-platform standalone C headers
UnrealTournamentPatches
The-Forge - The Forge Cross-Platform Rendering Framework PC Windows, Steamdeck (native), Ray Tracing, macOS / iOS, Android, XBOX, PS4, PS5, Switch, Quest 2