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Embedding the Engine in an AvaloniaUI App #105
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I don't know much about Avalonia so I'm not too sure. You could probably take the Runtime and turn it into a graphics library independent of the editor fairly easily, (That's something I plan to eventually do) That doesn't come with UI, and would be reasonably easy to get working in Avalonia I think. |
Thanks for the quick answer! Yeah the idea would be to take the Runtime and use it as a high level 3D engine. Basically a replacement for the Helix Toolkit which sadly relies on DirectX / WPF and can't be ported easily. I've looked at the "Standalone" project. Would that be the best starting point? How would you go about doing that? |
Standalone is a good starting point, that has a StandaloneAssetProvider or a IAssetProvider. Scenes might be a hurdle, would need some way to load them from assets, maybe json? But yeah i'd start with getting the runtime to work alongside standalone first. Keeping prowl stupid simple specifically for cases like this is a big goal for me. |
Just starting the Editor Project got me in a weird situation. I can't click / input anything. Is this a known issue on macOS + Apple Silicon? btw. I thought I knew this project and have seen it years ago, but I realised that was https://github.com/veldrid/veldrid - but you use the same scene in the screenshots so that was what caused the confusion :) |
First, super cool project. I've been following the progress over the years!
I'm currently working on an Avalonia Application running on embedded linux hardware using DRM. I now have a use case where 3D graphics would be interesting (but not strictly required) for a visualisation. It's quite simple to obtain a OpenGL context in Avalonia and draw stuff with Silk.NET. (Example Project). Doing it in "raw" OpenGL is not an option for me. That would be far outside of my comfort zone..
I've noticed that Prowl uses Silk.NET internally. So .. would it be feasible to get the engine running in Avalonia?
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