How feasible is it to bridge TypeScript rendering code with the native C++ renderer to achieve a similar architecture to Unity’s Scriptable Render Pipeline (SRP)? Would a TypeScript equivalent of Mono and IL2CPP be required for this integration, or are there additional components or challenges that would need to be addressed to make this work?
Dear nor,
Thanks for asking it.
You can use CRP - customizable render pipeline in Cocos Creator 3.8.4.
It allows you to write the whole render pipeline for all supported platforms by Cocos Creator in TS without any engine code modification.
I’m preparing the documents these days, which will come soon, just stay tuned.
Thanks Kylin. Just to clarify, is Vulkan supported for the TS CRP? If so, will the TS CRP be transpiled to C++ for the native build?
No matter which graphics API you use, you can use TS to write your own CRP render pipeline.
TS won’t be translated to C++ for native build. But don’t worry, the performance is still good enough for your project.
Here is the doc link:Render Pipeline Overview | Cocos Creator
It was just updated last night.
Just give it a try!
The CRP in Cocos Creator 3.8.4 lets you write a fully customizable render pipeline in TypeScript without converting to C++. It’s great that the performance remains solid across platforms, and Vulkan support is a big plus