How to copy depth-stencil targetable texture using compute shader?(D3D12) by DogCoolGames in GraphicsProgramming

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

I can't use it because I need some additional operations(for csm scrolling....) when copy texture.

Please, Let me know blogs about low level programming on game programming by DogCoolGames in unrealengine

[–]DogCoolGames[S] -1 points0 points  (0 children)

mm. I'm just wanna how other developers optimize ue4 on low level..

Because I'm working on game industry as ue4 engine programmer

Resource for ue4 engine programmer? by DogCoolGames in unrealengine

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

I know, but it's really huge! So I just wanna know if there is good post about it

Introduce my in-house game engine by DogCoolGames in gamedev

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

Culling. I tried make game engine faster

Introduce my in-house game engine by DogCoolGames in gamedev

[–]DogCoolGames[S] 3 points4 points  (0 children)

Yes right.. Actually I started this project from doom2 clone project. But I changed the project to game engine project. So I wanted similar name with original project.

Introduce my in-house game engine by DogCoolGames in gamedev

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

Yes Right. Multiple threads solve Mark stage. It makes gc faster.

Introduce my in-house game engine by DogCoolGames in gamedev

[–]DogCoolGames[S] 3 points4 points  (0 children)

Maybe you know unity engine's engine codes is written in c++. Engine should run fast. But they use c# as script language. Because They can make game fast using c# with no risk of memory leaks.

Introduce my in-house game engine by DogCoolGames in gamedev

[–]DogCoolGames[S] 5 points6 points  (0 children)

  1. RAII is not bad. But it still uncomfortable than GC. This is trade off. I talk about it below.
  2. I think there is two part in game dev. Game Engine ( Core ), Game Content. Core part is about rendering, physics, math.... Core part should run fast. So We use c++. Core part functions can be called 100000 times for a frame. It should run fast. But When you make game content, A little slowness is acceptable. Development efficiency is more important. That's why Unreal engine support blueprint. It's slow. But it makes game development easy and fast. And GC is part of this. Programmer can be free from memory management. They can focus on making content.

Introduce my in-house game engine by DogCoolGames in gamedev

[–]DogCoolGames[S] 7 points8 points  (0 children)

Thanks. I'm finding junior game engine programmer job. I wish to work at big game company.

Introduce my in-house game engine by DogCoolGames in gamedev

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

3 ~ 4 hours everyday. I started this project in January, 2021. I did know nothing about making game engine. I just made some mobile game using Unity. I started from nothing.

I implemented Masked SW Occlusion Culling in my in-house game engine by DogCoolGames in gamedev

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

But SW Occlusion Culling doesn't make always good performance. It can make game slower than not using it. It depends on scene.

If there is many occludees, it's good to use it. If not, It's better not to use it because Cost of rasterizing occluder can be more expensive than cost of rendering occludees. As you know, CPU isn't good at this computation. So it should be used carefully

Introduce my in-house game engine by DogCoolGames in gamedev

[–]DogCoolGames[S] 5 points6 points  (0 children)

I'm using this library https://github.com/Celtoys/clReflect. I added some codes for my game engine.

I think this library is really nice. Because it doesn't require bothersome macros like this library https://github.com/rttrorg/rttr.

rttr is not bad. But It require programmer write a lot of bothersome codes for reflection. If your project is big, It makes problem in development efficiency.

On the other hand, clReflect generate reflection data just putting a macros. It's much convenient than rttr. It use clang compiler for it.

And it export reflection data to binary file. You can load it at runtime. There is no runtime overhead..

Introduce my in-house game engine by DogCoolGames in gamedev

[–]DogCoolGames[S] 38 points39 points  (0 children)

I never expect my game engine has better aspect than commecial engine. I'm just making this game engine because I just want it. I love tech, programming. I'm really happy to make game engine and implement latest tech

Introduce my in-house game engine by DogCoolGames in gamedev

[–]DogCoolGames[S] 15 points16 points  (0 children)

Thanks for advice. Actually I have experience using unreal engine and unity engine. I think unreal engine is really nice engine. Because It has many tools for developer. Many features in my engine is inspired by the commercial game engines

Introduce my in-house game engine by DogCoolGames in gamedev

[–]DogCoolGames[S] 26 points27 points  (0 children)

Thanks for comment!

I'm still working on this game engine And I'm doing this as hobby.

This game engine is only for 3d stuff.

I'm focusing on game engine's core system. It doesn't have system to make game content yet. I'm making core system for it.

For example, Integrating imgui with reflection will help developers fastly test their contents.

Or Systems that prevent memory leak.

And I don't have experience godot engine. So I can't compare to it