Script support #5029
Replies: 2 comments
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Thanks for the suggestion. Filament aims to be just a renderer. A scripting runtime is definitely out of scope but could be provided as a separate project independently. |
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Hi! Thanks for the quick reply! Understood. In case you want to reconsider some time later - here is a summary of what we found out. We did what you suggest (split the script/animation runtime as a separate project). Works quite well initially. In retrospective, I think it would have been better to keep them together though. Things like animation for example are not that well attributable to pure rendering or pure scripting - the keyframe data is somehow aligned with rendering attributes (pose, material properties etc), but also has tight connection to state and logic (running, paused, time units). I think that's why most commercial engines include animation and scripting and integrate them tightly. We are starting to learn this too. |
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Hi there!
TLDR: are there any plans/desire to add scripting support to Filament (similar to Blueprints in Unreal or the C# subsystem in Unity)?
For the past ~10 years I've been creating, maitaining and finally open-sourcing the rendering system we use in my company. Today, we are still maintaining our own rendering engine, even though there are good open source alternatives with a live community (Filament being the primary option for us). But why? Two reasons mostly:
Here is a link to the scripting runtime we use for our rendering engine - in case you are interested to understand more closely what we need and some rationale why:
https://ramses-logic.readthedocs.io/en/latest/readme_ref.html#introduction
I am curious to your feedback!
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