@OpenXRay uses moltenVK for vulkan on metal support on macOS but it doesn't support drawIndirectCount. it's been an open issue since 2018 - was able to add support using metal's indirect command buffers in couple hours last night :3
animation blending via ECS! when i work on complex features like this, I like to build out a small completely self contained application to get a working proof of concept and iterate quickly before even thinking about hooking it into the real engine… #indiedev#gamedev#cpp
rebuilt the entire backend of @OpenXRay on top of @nvidia's NVRHI to support DX12 and Vulkan, got it working on macOS, linux and windows through the same unified codepath
also got build times from several minutes down to ~25 seconds :)
Important announcement from @xottab_duty, our project lead! After 7 years of service, he is stepping down and handing the torch over to @yohjimane
Happy new years everyone, we can't wait to show you what we've got in store for 2026!
Hello friends! Today we are happy to present the teaser trailer for a new project - OpenXRay Gunslinger, a full scale reimplementation of the famous Gunslinger Mod.
https://t.co/mwoPuPkkgP