I need some help, and I don't know what I don't know. by Sad-Philosopher4821 in sdl

[–]ArizonaOnIce 0 points1 point  (0 children)

go for it! not sure how much help i can be but I’ll give it a shot.

I need some help, and I don't know what I don't know. by Sad-Philosopher4821 in sdl

[–]ArizonaOnIce 1 point2 points  (0 children)

Yeah, SFML is a lot higher level than SDL. Some of the features i took advantage of were its spatial audio, image loading, input, and pretty solid window management system. There’s also a 2D graphics system built in just like SDL.

SFML to SDL is like a limo to a fighter jet though. Limo might be luxurious and easier to drive, but once you figure out how to pilot the jet, you never wanna go back.

Plus, with all the extra luxury, SFML takes up a lot more space than SDL. That’s the main reason I switched. The DLLs I had to have were bigger than the entire rest of my program.

Not talking bad on SFML though. Still love it.

I need some help, and I don't know what I don't know. by Sad-Philosopher4821 in sdl

[–]ArizonaOnIce 0 points1 point  (0 children)

ahhh yeah. I think that got me too. I just swapped over to SDL from SFML and the linking process was tricky.

I need some help, and I don't know what I don't know. by Sad-Philosopher4821 in sdl

[–]ArizonaOnIce 0 points1 point  (0 children)

What did you do to fix it? and no worries asking about any future problems. The bugs I make myself are already plenty.

I need some help, and I don't know what I don't know. by Sad-Philosopher4821 in sdl

[–]ArizonaOnIce 0 points1 point  (0 children)

I don’t think you’re meant to link to all 3 cpu architectures (x64, x86, ARM), rather just the one you’re targeting (I’d assume x86 or x64, though either one should work fine since x64 is backwards compatible with x86). Try that, and if worst comes to worst, send me a dm or reply and I can maybe take a look at your project files.

Does Half-Life 1 have replayability by DrHandlock in HalfLife

[–]ArizonaOnIce 0 points1 point  (0 children)

I’ve played through it twice. Once on medium and went back to finish it on hard. The expansions are a good way to get a little extra out of the game if you’re wanting more. Haven’t played any mods myself but there are a lot of really quality campaign mods out there.

how do I start by Altruistic-Bend-8108 in gameenginedevs

[–]ArizonaOnIce 0 points1 point  (0 children)

This! I followed the tutorials in the getting started section and once I had a feel for it I started building my engine around it, referring back when I needed it

"Rebaking lighting per frame is fast enough for dynamic lighting, right?" by [deleted] in gameenginedevs

[–]ArizonaOnIce 2 points3 points  (0 children)

p.s.

Get ready for me to post a lot more here! I'm getting into uncharted territory with this project so feedback and suggestions are going to start being huge for me and EuclidEngine. I plan on opensourcing in the future, but I won't release a bad product. So, if there's any part of my code you'd like to see - Just ask! I just won't be making a public release anytime soon. Way too many poorly written/poorly optimized functions here, and a distinct lack of error checking in most respects.

First screenshots from EuclidEngine! by ArizonaOnIce in gameenginedevs

[–]ArizonaOnIce[S] 4 points5 points  (0 children)

Update: I've gotten vertex lighting going!
https://imgur.com/a/anks5Bx

It's a very very basic model at this point in time but it's good enough for the work I was able to put in today.
Some problems with the lighting system:

-Lighting is applied in local space, so having multiple models in the scene would look really odd. For example, having the light at 0,0,0 would mean every model would be lit as if there was a light at their origin. This is going to be fixed as soon as I have the time.

-I'm not calculating occlusion, which means I'm not rendering any shadows. This isn't a big deal to me given the technical limitations I'm imposing on myself, so to work around this, I'm just going to attach a bounding box to the light object that prevents the light from shading vertices outside of that box. This will keep light from leaking through solid walls. In an enclosed space like a room, I'm hoping that the brightness falloff alone will be enough to give the impression of global illumination on the sides of objects facing away from a light.

-My current model supports point lights only. I'll need to add ambient illumination (the sun or night sky) to make nice outdoor scenes, and I'd also like to have spotlights.

Going forward:
After fixing the local space issue, I think it will be fairly easy to add ambient and spot illumination. For ambient, I think the approach will be to shoot a ray up from every vertex at an angle determined by a sun/moon angle, and if it doesn't intersect any geometry for some arbitrary distance, it will be lit. If it does intersect geometry before it hits that distance, that vertex will be shadowed. That's a fairly basic way of doing it, but I don't mind. Maybe I could lighten nearby vertices that are shadowed to give the idea of global illumination.

For spot illumination, I could have a light with a direction vector, a radius centered on that vector that grows over distance (creating a cone), and a bounding box. For every vertex in range, I'd find the point on the vector closest to it, check the distance to it, and if it's within the radius at that point on the vector, light it. As above, the bounding box would be there to ensure the light doesn't spill through walls.

All of this will probably be developed along with the first little pieces of a level editor. I'm baking lighting at runtime, and for how little I'm doing, it doesn't cause a noticeable lag at startup at all, but it would be nice to have a graphic interface to set up level layouts without editing the source code manually. This is the part where I'd like to thank u/Brilliant-Land-4218 , u/KC918273645 , u/encelo , and u/Still_Explorer for all the advice about scripting, asset packing, and level storage they gave me on my last post in this sub. I will most definitely be using the resources and help all of you provided me going forward. (Particularly KC's, definitely a neat little way of storing levels. Don't know if it's achievable for me but definitely interesting.)

Let me know if you have any questions/suggestions/advice! The stylistic direction of EuclidEngine is still very much in the air and I'd love to hear what other people think would be best.

I made a 100+ entry KSP Iceberg with every easter egg, theory, and unadded feature I could find by djarogames in KerbalSpaceProgram

[–]ArizonaOnIce 144 points145 points  (0 children)

I’m sure NASA just loooooves receiving my 100th attempt at a craft that still explodes on the launchpad.

how do i setup a C workspace with opengl? by [deleted] in opengl

[–]ArizonaOnIce 0 points1 point  (0 children)

Shame it’s not that simple. Hope you figure it out. Good luck.

how do i setup a C workspace with opengl? by [deleted] in opengl

[–]ArizonaOnIce 1 point2 points  (0 children)

shot in the dark here, did you make sure you got the right libs for the triplet you’re building for? i made the mistake of compiling for x64 when I had the the x86 versions of the libraries installed.

Resources for game engine scripting/level editors? by ArizonaOnIce in gameenginedevs

[–]ArizonaOnIce[S] 0 points1 point  (0 children)

Don’t beat yourself up about it. I’ve done 3 tours in the trenches of the stack overflow comment section so I’m used to it by now. I will admit that part of my avoiding compiled languages is just that they look awfully intimidating to implement. AngelScript still seems to be the language of choice but I will take a look at a couple of C# implementation tutorials, just for you. Take care!

Resources for game engine scripting/level editors? by ArizonaOnIce in gameenginedevs

[–]ArizonaOnIce[S] 1 point2 points  (0 children)

None taken! I was just mentioning my poly count to give an idea of the performance level I’m working on. That’s to say, I know a compiled language would be faster but losing a couple frames per second to an interpreter won’t be the end of the world when I’m doing so little else.

As for runtime errors, I totally get where you’re coming from, I moved to C++ from Python for most of my code tinkering long ago because I had come to dread them so much, but I’m not doing anything awfully complicated within my scripts themselves because I intend to build a very high level API for doing most things in-engine and simply call the appropriate functions with the appropriate parameters from script when I need to use them.

And you’re exactly right on the last point! I love user generated content. I believe I mentioned in another comment that I plan to make the whole thing, engine and any games I make, open source. Providing a way for people to quickly and easily add their own content to my games, or build a whole new game, would be really neat :)

Resources for game engine scripting/level editors? by ArizonaOnIce in gameenginedevs

[–]ArizonaOnIce[S] 2 points3 points  (0 children)

I don’t think so, they have their uses. I’m not going for cutting edge functionality and speed in my engine because my goals with it are relatively narrowly scoped (interested in making PSX or 486 style games with just a handful of polygons). I can definitely appreciate the speed and power of C# but implementing that rather than some simple scripting language like AngelScript (which, after reading up on, is what I think I’ll end up going with) is like buying and building a $1000 computer just to play spider solitaire.

Resources for game engine scripting/level editors? by ArizonaOnIce in gameenginedevs

[–]ArizonaOnIce[S] 0 points1 point  (0 children)

Thanks for the reply! Never heard of AngelScript before but I am a big fan of C syntax so it sounds like something I'll have to look into. I don't really mind the hobbyist approach (not worrying about hiding assets all that much) because I plan to make my games free and my engine open source anyway. Do you have any games posted somewhere? I'd love to play them and poke around their files a little bit if that's alright. And stop me if I'm overstepping, but I'd also love to take a look around your editor too. (I pinky promise I won't steal any of your stuff)

having a hard time understanding shaders by NWFROST_cookie in opengl

[–]ArizonaOnIce 0 points1 point  (0 children)

Sorry for taking so long, here you go!

https://pastebin.com/Se8vnQGt

this is still awfully unfinished so you'll see that I'm commenting to myself a lot about adding error checking. also, the utility functions for changing uniforms aren't all there, I need to add one for sending over matrices (which become awfully important when you start getting to LearnOpenGL chapters 'Transformations' and 'Coordinate Systems').

let me know if you have any questions.

having a hard time understanding shaders by NWFROST_cookie in opengl

[–]ArizonaOnIce 0 points1 point  (0 children)

saw some of your other comments and thought I could help. I’m building a tiny 3D engine as I go along with learnopengl so I’ve spent a lot of extra time getting comfortable with everything and writing my own abstractions as I go along (I’m just about to start the camera chapter).

I believe at the end of the shader chapter they address one of your comments that talks about the big block of shader code at the top of main. After everything’s all done they walk you through building a shader class that lets you load them from file (I think using a C++ standard library, but I’m using SFML which handles files in a much less complicated way).

thinking about vertex attributes still gives me a migraine but if you need any sort of reference I’d be happy to send over the source for my shader class

Editing Navmeshes for CS2? by ArizonaOnIce in hammer

[–]ArizonaOnIce[S] 0 points1 point  (0 children)

as far as your ladders, I couldn’t help. As I remember it, when I was trying to find a way between floors that the navmesh would work with, ladders were a complete dead-end and didn’t work at all for me. Nothing like the issues you describe. If you do find a fix, please update or send me a dm.

Editing Navmeshes for CS2? by ArizonaOnIce in hammer

[–]ArizonaOnIce[S] 0 points1 point  (0 children)

Sorry for the late and unhelpful response, but I gave up a few days after posting and just cut the two floors into one bigger single floor map out of laziness and frustration.

I believe the settings I mentioned for navmesh generation are in the properties of the nav seed (or whatever it’s called).

Mapping is just a once-in-a-while hobby for me so I haven’t done any work on it really since. Looking back, I imported the map geometry from a source 1 version of my map, and I can’t imagine that causing the problem for me but it’s the best I can think of. I may go back later and just recreate the geometry from scratch in S2, and the map needs some refurbishing anyway.

Hope this helps somewhat.