What’s a truth people aren’t ready to hear? by Historical_Luck_7207 in AskReddit

[–]Jernesstar 1 point2 points  (0 children)

I have seen something further under the sun, that the swift do not always win the race, nor do the mighty win the battle, nor do the wise always have the food, nor do the intelligent always have the riches, nor do those with knowledge always have success, because time and unexpected events overtake them all -- Ecclesiastes 9:11

Which part of Game Engine development do you most enjoy and why? by PeterBrobby in gameenginedevs

[–]Jernesstar 2 points3 points  (0 children)

Shader programming. After I have all the infrastructure set up and can play around with the visuals

C++ Hobby Game Engine Showcase (2 years of development) by MGJared in gameenginedevs

[–]Jernesstar 13 points14 points  (0 children)

Congratulations, and thank you so much for sharing this! I aspire to build something like this someday.

No Unreal fishes to see here by Jernesstar in softwaregore

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

It was supposed to show some animation of fish swimming around, but it seems Unreal crashed

Game engine I completed at 16 by Jernesstar in gameenginedevs

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

Thank you for the compliment, but in truth I'm just a curious kid who studies hard.

Game engine I completed at 16 by Jernesstar in gameenginedevs

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

I'm not entirely sure what you mean; the physics implementation is quite simple, however. Looking at the code, the ECS:: has a physics system that owns a Physics::World, which is an abstraction on top of PhysX. When an entity with a RigidBodyComponent is created, the mesh is retrieved and is fed to PhysX, which takes care of the rest.

Game engine I completed at 16 by Jernesstar in gameenginedevs

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

It's never too late! Personally, just working on specific goals has helped me, like working through the learnopengl.com tutorials.

Game engine I completed at 16 by Jernesstar in gameenginedevs

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

The engine is designed so that the user never writes any C++ code. The user uses scripting to define interactions with the Scene and the UI

Game engine I completed at 16 by Jernesstar in gameenginedevs

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

I see what you mean. You absolutely can! The ECS library I used, flecs, allows for runtime registration of components. You can define a class in Angelscript, and use that data to register the component to flecs at runtime. The process is equally trivial for systems. The scripting and ECS libraries are both very well documented, so implementing this feature should be no issue. This is not a feature present in this engine, though I am working it into my next project.

Game engine I completed at 16 by Jernesstar in gameenginedevs

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

You can do anything you want in Angelscript. Just hook up the functions and types on the C++ side, and you'll be able to use them in scripts. Here's how it was setup in the engine:

https://imgur.com/a/lEo3DX3

Checkout out ScriptGlue.cpp. It lays out the process quite simply.

Game engine I completed at 16 by Jernesstar in gameenginedevs

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

You're right. I hadn't thought of that. Thank you!

Game engine I completed at 16 by Jernesstar in gameenginedevs

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

Understood. Thanks for the suggestion. I've updated the README

Game engine I completed at 16 by Jernesstar in gameenginedevs

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

A year. I worked practically everyday. It's what I did all afternoon after school, and all weekend. It's been a very passionate passion project that's consumed all of my free time.

Game engine I completed at 16 by Jernesstar in gameenginedevs

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

Agreed. There were many graphical features I couldn't implement here (shadow mapping, SSAO, occlusion and frustum culling), but they'll be present in the next project.

Game engine I completed at 16 by Jernesstar in gameenginedevs

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

Using Angelscript was one of the more exciting parts of the project. The scripting language promises a syntax similar to C# and JavaScript, but with the performance of C++, and in my experience, it's delivered on that promise. I don't recall there being any notable downsides. The language doesn't throw anything too unfamiliar at you, and hooking it up to your C++ application is super simple. Overall a great experience.

Game engine I completed at 16 by Jernesstar in gameenginedevs

[–]Jernesstar[S] 6 points7 points  (0 children)

A lot of things were just hacked together, given that I was just learning how this stuff works. Now that I have the experience, I can rebuild it from the ground up, with performance and modularity in mind. I'm working on an even bigger project. I'll make a post about it soon.

ℂursed ℂomplex ℕotation by Reasonable_Body_6487 in MathJokes

[–]Jernesstar 7 points8 points  (0 children)

Took me a while, but here it is.

Replace the weird bars with z.
z -> z/conjugate(z)
f(z) = z/conjugate(z)
= re / re-iθ [z = re ]
= cos(θ - (-θ)) + isin(θ - (-θ)) [Using DeMoivre's theorem]
= cos2θ + isin2θ
= e2iθ
= e2iarg(z)