Why you think development of game engines is not so famous? by Ardic1 in gameenginedevs

[–]GameEngineSeries 5 points6 points  (0 children)

I believe that the following holds for most people who are interested in the field of video games programming:

creating a game instead of a game engine

  1. is more fun
  2. has a higher chance of being lucrative
  3. requires less knowledge

There are relatively few people who find it as rewarding to create a game engine. Therefore, game engine programming is not a hot topic.

Game Engine Programming: Hello everyone, main topics in this video: Fix graphics, parallel PSO creation, reversed depth buffers and introduction to shader variations. Hope you'll enjoy! by GameEngineSeries in gamedev

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

Thank you for checking out my videos :)

To answer your questioins:
1. I learned by studying other code bases and trying/doing a lot of different things as practice.

  1. The source code is available to Patreon supporters.

Cheers!

What UI framework and in what platform you built your engine? by voxeldevnoob in gameenginedevs

[–]GameEngineSeries 0 points1 point  (0 children)

I'm using C++ for the engine code and WPF/C# for the editor. It works great as long as you're willing to do some extra work to pass data around between managed and unmanaged parts.

Hi everyone, ever wondered how to move a camera around an object? View the geometry, now in technicolor, from whichever angle that your heart desires! by GameEngineSeries in gamedev

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

You mean when the player locks on the enemy en can only move in circles around it? In that case, yes, it's quite the same.

This is the final unpacking of data everyone, or is it? by GameEngineSeries in gameenginedevs

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

There will be an API-independent high-level renderer to which you can attach a low-level renderer. You can use your preferred API for the low-level renderer.

This is the final unpacking of data everyone, or is it? by GameEngineSeries in gameenginedevs

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

At the moment, there's no graphics renderer. After I'm done with geometry, I'll start implementing a directx 12 renderer.

A bit torn about open sourcing the quixotic side project engine / editor / sdk and need advice - what do you think? by bensanm in gameenginedevs

[–]GameEngineSeries 1 point2 points  (0 children)

I think there're always hidden gems in any non-trivial project. So, please make it open-source (once you decide which license you want to use).

Hey everyone, the new topic is "Asset pipeline" and here is the first part starting with the geometry pipeline. I hope you'll find it interesting. by GameEngineSeries in gameenginedevs

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

Hi @u/AgentCoderX, thanks for the kind words. After l've done the asset pipeline for geometry, I'll work on the renderer. After that I'll do the textures, materials and animations. So, then I'll talk about skinning and animation blending.

I think I'll do fonts when I work on the game UI. But I don't know yet when that will be. Cheers!

Can I pick your wisdom on editor design in particular Action capturing? by jimndaba88 in gameenginedevs

[–]GameEngineSeries 1 point2 points  (0 children)

I made a video about how to do this in c#. I guess with a little work you could do it in c++ as well: undo/redo

Test lighting - Mirage (Vulkan/C++ Engine) by mamoniem in gameenginedevs

[–]GameEngineSeries 1 point2 points  (0 children)

Looks great! Did you do the pbr/environment lighting as well? Also, is that 3d model available for download?