It does, thankyou!
1. I have no immediate plans for this. Mesh shaders by themselves are not very useful. You need content that is designed to work with mesh shaders. Of course, mesh shaders can be used directly if you write OpenGL code. I am planning to add new rendering hooks in soon, and it will be a lot easier to handle than it was in the Vulkan renderer.
If this means that we can do it ourselves with opengl if we need then I am happy!
2. This is doable without much trouble. You can probably access it already if you just go into the Render:: namespace.
This is great, I'm going to look into this during the week.
3. I plan to keep terrain in the editor as a static object oriented at the center of the world for the immediate future. Future development is going to go in the direction of very large scale terrains, and then finally planet rendering.
Okay, so I take it it will be a completely new system?
4. This is possible,. but it sounds like a very niche feature not many people would have use for.
This would be good to see as advanced features like this enable people to do different things. But if we can do something like this ourselves with Mesh / compute shaders and having access to the mesh array, then that is okay.
5. I expect version 1.0 will be done by Christmas at the latest, maybe by Halloween. The only major features left to implement after the next update are particles and GPU culling.
Awesome! That's what I was hoping for.
6. Since 64-bit floats require a lot of auxillary features to be useful, I have no estimate of when this will be added. It's tied to large-scale terrain and geo-spatial features.
Okay, as long as it is guaranteed to happen and I'm not holding out for a feature that may get ditched, then that's fine. I can use origin shifting for now in my project.
Thanks for the detailed answers! If I can get a basic foliage system going for voxel terrain with compute shaders and the mesh array, I'm sticking with Ultra.