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In the short term, integrating the Effekseer 1.80.x runtime into Axmol extensions is not a primary responsibility for Axmol maintainers. The previous Axmol integration with Effekseer 1.70 relied heavily on Effekseer’s own graphics backends. With Effekseer 1.80.x (e.g., EffekseerForCpp1.80.2.zip), the runtime now looks more like a standalone solution, bundling its own implementations for DX9, DX11, Vulkan, and other APIs. However, Axmol v3 already provides a unified RHI layer covering Vulkan, OpenGL, Metal, D3D11, and D3D12. Ideally, any Effekseer extension for Axmol should leverage Axmol’s RHI directly, removing Effekseer’s bundled graphics API code. The effort required to achieve this is uncertain and may demand deeper investigation into the runtime. It might be more appropriate for the Effekseer project itself to provide an official Axmol integration, similar to their Unity and Unreal Engine support. That said, we remain open and welcome contributions from anyone interested. Using Axmol’s RHI is the only acceptable path for a shared and maintainable integration. |
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Effekseer 1.80.2 is released
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