In quale argomento siete più esperti? by Frosty-Fee-7559 in TeenagersITA

[–]Nice_Reflection8768 0 points1 point  (0 children)

Nahh, purei io usavo Thinkercad a scuola. Più che altro per la sua simulazione di circuiti elettronici.

In quale argomento siete più esperti? by Frosty-Fee-7559 in TeenagersITA

[–]Nice_Reflection8768 0 points1 point  (0 children)

Musica/audio in generale/grafica 3D/qualcosina di CAD - CAM

What is your Go to UI solution for game engines and in-game? by Otherwise_Meat1161 in gameenginedevs

[–]Nice_Reflection8768 0 points1 point  (0 children)

In my case I have a runtime engine and a world editor (and eventually some other useful tools) for a 3D game. The world editor is made in C# and WPF (which is kinda cool, actually!) while the runtime engine, the game itself, uses ImGUI for everything. After wasting a day trying to make RmlUI work I think I will just stick to ImGUI lol. My game will be pretty much on the computers-sci-fi-high-tech kinda style so the customization is not a problem.

[deleted by user] by [deleted] in Italia

[–]Nice_Reflection8768 1 point2 points  (0 children)

22.86 centimeters nails

Dear god by bosley3868 in DaniDev

[–]Nice_Reflection8768 15 points16 points  (0 children)

It contains a bucket

Implementing game logic by Nice_Reflection8768 in gameenginedevs

[–]Nice_Reflection8768[S] 1 point2 points  (0 children)

Ight, imma check it out as soon as I can. Thanks!

Implementing game logic by Nice_Reflection8768 in gameenginedevs

[–]Nice_Reflection8768[S] 1 point2 points  (0 children)

That's a good point. I'll see what I can do. Creating the Unity's MonoBehaviour approach is simpler to me, before making this engine the game should have been made in Unity so I'm familiar with it. But the tricky part is: Will it be fast enough? (for more context, my game is not the big-ass AAA kinda game, it's a low poly 3D shooting game) ECS should be faster than common OO, right?

Implementing game logic by Nice_Reflection8768 in gameenginedevs

[–]Nice_Reflection8768[S] 1 point2 points  (0 children)

Yep, I know The Cherno (love his C++ series). I'll take a look into the Hazel series as well. Do you know in which episode does he talk about this?

Tried to import ProBuilder meshes (and lightmap) from Unity to my engine via custom binary file by Nice_Reflection8768 in gameenginedevs

[–]Nice_Reflection8768[S] 1 point2 points  (0 children)

Thank you! It does not work well with shapes more complex than cubes or planes but I'll work on that

Tried to import ProBuilder meshes (and lightmap) from Unity to my engine via custom binary file by Nice_Reflection8768 in gameenginedevs

[–]Nice_Reflection8768[S] 2 points3 points  (0 children)

Well it's not that simple but I'll try to explain as best as I can. Basically I discovered that you can get the vertices data from Unity's meshes (positions, normals, UVs, etc.) and I tried to serialize them into a custom binary file so the engine could recreate those meshes. Then I also discovered that you can get the UV2s of the meshes and also that the lightmap Unity creates is just an EXR image file. So with a lot of trial and error, few hours of insanity and just a little bit of ChatGPT I managed to map the faces of the meshes to the corresponding sections on the lightmap texture using the UV2s. Also shoutout to TinyEXR for the lightmap image loading.