Hacker Newsnew | past | comments | ask | show | jobs | submitlogin

As a Bevy dev - what platforms? We support Vulkan, DirectX12, Metal, WebGPU (with a bit more limited features), and WebGL2 and GLES 3 (with a decent amount more limited features and performance).


Older devices. GLES 2 and DX9 to 11 mainly.


I double checked, and our rendering library _does_ partially supports DX11, as well as Angle, which lets you run the GLES3 backend on top of Angle on top of GLES2/DX11. They tend to be fairly buggy and incomplete, though. Arguably only usable for simple 2D games.

There's been no real demand or contributors to improve it, but it's open source so there's no reason you or anyone else could stamp out the bugs https://github.com/gfx-rs/wgpu#supported-platforms.


Playstation for example.


Bevy is open-source, so there will not be any public GNM (or whatever they call the PS5 graphics API) bindings for playstation support.

Besides, for the scale of games currently coming out of Bevy, you should be able to use Vulkan to pipe your game into a PS port.


It is still GNM and GNMX, Playstation doesn't no Vulkan, and I am quite sure that just like with MoltenVK and DXVK, not everything can be mapped in a transparent way.


That's kinda a Sony problem. The best an Open Source project can do is build HLSL/SPIR-V IR and let you do the rest yourself. I don't really know what you're asking for besides that, it's how things have been since the PS4 launched.




Guidelines | FAQ | Lists | API | Security | Legal | Apply to YC | Contact

Search: