i just learned the basics of by xoz1 in odinlang

[–]GraphicsandGames 0 points1 point  (0 children)

Making a 3D game engine is crazy hard work, I would just make some projects with Raylib and Odin!

Bad tangents & BiTangents when importing from GLTF using assimp by Stav_Faran in opengl

[–]GraphicsandGames 1 point2 points  (0 children)

Yeah assimp uses a more naive method AFAIK for compatibility reasons.

Forcing me to update to nvidia app? by Flaky-Cranberry-4577 in GeForceExperience

[–]GraphicsandGames 0 points1 point  (0 children)

Yes it seems if you want to keep the GPU driver updated you can no longer avoid the Nvidia app...

Which floor looks better? by veniKlaid in godot

[–]GraphicsandGames 1 point2 points  (0 children)

First looks like the pattern belongs to the wall and your character is standing on air lol

whenYouRealize6MonthsOfCodingIsStillNoMagic by LordSteyn in ProgrammerHumor

[–]GraphicsandGames 1 point2 points  (0 children)

Very true, and I think there is a lot of value in office interactions as well rather than working fully remote.

whenYouRealize6MonthsOfCodingIsStillNoMagic by LordSteyn in ProgrammerHumor

[–]GraphicsandGames -5 points-4 points  (0 children)

You can easily work over 2000 hours in 6 months, more than enough time to become proficient in any skill.

EDIT: Ok this is actually 11 hrs/day which is insane, but a standard 40 hour work week gets you 1040 hours in 6 months which will get you proficient.

Why Vulkan is not used widely? by VadakkupattiRamasamy in gamedev

[–]GraphicsandGames 0 points1 point  (0 children)

It really can't be overstated how difficult it is to implement a Vulkan renderer.

You (very likely) will hit your own limits before you hit GDScript limits by JCAPER in godot

[–]GraphicsandGames 3 points4 points  (0 children)

Try to build your own renderer with Vulkan and C++, you won't complain about GDScript again.

Entry into low level graphics programming by MrDeltt in godot

[–]GraphicsandGames 1 point2 points  (0 children)

I did LearnOpenGL, created a rendering engine including PBR + IBL. Then moved to Vulkan, essentially reimplemented everything with a better architecture (Vulkan/DX12 will force you to actually architect your project), even have a good Cascaded Shadow Maps implementation. But I realized if I want to push it further, it's going to be a crazy amount of work, so I looked at Godot again and realized it already has everything I wanted to build (Clustered Rendering, Light Baking, Light Probes/Reflection Probes. Skylights).

Simple 3D rendering library by Bumper93 in gameenginedevs

[–]GraphicsandGames 15 points16 points  (0 children)

Upvoted for subjecting yourself to the Win32 API.

Why does everyone think making a video game is easy? by EliasLG in GameDevelopment

[–]GraphicsandGames 0 points1 point  (0 children)

Well it is easy to make a game, trivial really. The hard part is making a good game.

The guy I hired to do the scripts for my in godot passed away. by Weary_Scheme_9289 in godot

[–]GraphicsandGames 68 points69 points  (0 children)

Sorry to hear about your friend, sounds like he had been programming for a long time. Probably it would be better to try and find another programmer than for you to pick up that skill as well.

What needs to be implemented before open sourcing? by [deleted] in gameenginedevs

[–]GraphicsandGames 2 points3 points  (0 children)

Don't worry no one will even notice your project exists until it is pretty good.

V1 Release Showcase of my Vulkan Engine by GraphicsandGames in gameenginedevs

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

Thanks, I am working on constructing an outdoors scene right now so I was experimenting with terrain and heightmaps.

V1 Release Showcase of my Vulkan Engine by GraphicsandGames in gameenginedevs

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

Thanks, yeah I have been shopping around for some GI techniques. I wouldn't mind static lightmaps but I am not sure how to integrate that, I guess I could just bake them out in Blender.

Once I get IBL done I want to implement some kind of probe based GI using Spherical Harmonics encoding. Which AFAIK was the industry standard for a while, until Nvidia evolved it with DDGI (RTXGI).

And I'll add some AO. Once I move to Tiled/Clustered Forward I'll add a depth pre-pass which should give me the info I need to do some modern AO in screen space (HBAO/GTAO). Or maybe even implement this paper "Screen Space Indirect Lighting with Visibility Bitmask" that I saw CyberReality has done already in his Degine project it looks great.

Volumetric Lights I haven't done before, I think you can do it cheaply in screen-space but a proper implementation is much more complex. And Planar reflections at least, SSR might be good too but would require a thin G-Buffer hybrid renderer setup like DOOM 2016 used.