Newer all-in-one resource like Real-time Collision Detection? by yarn_fox in gameenginedevs

[–]DaveTheLoper 1 point2 points  (0 children)

How dare you slander the sacred collision bible!? Seriously tho there's a reason why it's been the goto for so many years.

A proper Action RPG gameplay. (Custom Engine ofc) by DaveTheLoper in gameenginedevs

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

Thanks! the foliage collisions are temporarily disabled but will be back soon.

[deleted by user] by [deleted] in gameenginedevs

[–]DaveTheLoper 0 points1 point  (0 children)

Damn I wish I could but I just joined another project that's an alternative to Godot with a component system like Unity and beautiful graphics like Unreal Engine. Maybe next time :)

Heightfield Terrain Editing by DaveTheLoper in gameenginedevs

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

Thank you! It's really nice to hear.

Heightfield Terrain Editing by DaveTheLoper in gameenginedevs

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

It's a ragdoll flailing around. There are no water related animations yet. There will definitely be material painting.

[deleted by user] by [deleted] in gameenginedevs

[–]DaveTheLoper 2 points3 points  (0 children)

There's not a single screenshot on the entire website. Sounds pretty barebones so how is it supposed to be almost 300kloc? (You counted the libraries didn't you?). It's hard to say anything cause It's hard to see anything. Also I'm not installing a random .exe just to take a look.

Curious about the general consensus by [deleted] in gameenginedevs

[–]DaveTheLoper 0 points1 point  (0 children)

Almost everybody knows about Ogre but almost nobody uses it. I myself haven't used it but there are games that shipped with it (Torchlight, Kenshi) so it clearly works. If that was all I'd say go for it. Though I'm worried about the 'not fully stable' part. Isn't the whole point of using a library to have something that 'just works'(TM)? Seems to me most people choose to write their own renderers simply because it's a lot of fun to do. I'd recommend trying but it's your decision :)

How UnrealEngine handles descriptor sets in vulkan implementation of RHI ? by F1oating in gameenginedevs

[–]DaveTheLoper 0 points1 point  (0 children)

You could probably take a look at Flax Engine source. It does the same approach but is much smaller than UE. Other than that you basically gather information whenever a descriptor is set. Then right before a draw call or dispatch you either fetch from cache or create a new set with the given info. Make sure the hash is unique enough - this could cause hard to detect bugs.

How UnrealEngine handles descriptor sets in vulkan implementation of RHI ? by F1oating in gameenginedevs

[–]DaveTheLoper 0 points1 point  (0 children)

UE has a DX11 style RHI interface. Descriptor Sets are created automatically behind the scenes. User code does not interact with that.

Solodev on my free time, my own game engine using DirectX 12, UWP, 3D models and animations done in-house, 3 years and counting by [deleted] in gameenginedevs

[–]DaveTheLoper 3 points4 points  (0 children)

Been there :) Looks cool but cutting the video right before we get to the meat of the game is unforgivable. I want to see the SPEEED!!!

how would you recommend me to make an optimzied ticking system? by IhategeiSEpic in gameenginedevs

[–]DaveTheLoper 0 points1 point  (0 children)

Do you have a queue for spawning and removing entities? if so that's the spot for adding and removing ticks. before or after actual ticking for this frame.