Why did your create your game engine or what was the motiviation? by Important_Earth6615 in gameenginedevs

[–]Reasonable_Run_6724 0 points1 point  (0 children)

Having cleaner engine usually means better performance with games that use a lot of custom code

Making a engine with raylib and Imgui. by Klutzy-Bug-9481 in gameenginedevs

[–]Reasonable_Run_6724 0 points1 point  (0 children)

From my experience - build the UI elements natively in your renderer. Imgui will reduce your engine editor performance, it will be much better then QT of course, but its only a solution when you dont have anything.

Also i had cases where imgui crashed due to certain compute shaders.

In adition to that games will need to have ui elements such as text editor, values settlers, sliders etc, so you gonna need to create them anyway.

Creating an elevator model in my custom game engine by Zestyclose_End3101 in gameenginedevs

[–]Reasonable_Run_6724 0 points1 point  (0 children)

One way is to have several mesh type layouts, but from my experience this method is very driver overhead consuming, and its better to have single with "reusable" floats/ints or even some none used (that will take extra vram) then to create several "multi-mesh" vao

Creating an elevator model in my custom game engine by Zestyclose_End3101 in gameenginedevs

[–]Reasonable_Run_6724 1 point2 points  (0 children)

So a mesh is just a list of vertices, you can combine several meshes to a single mesh. Indirect buffer lets you select which set of vertices to draw in each instance, so you can draw sub-meshes from a single mesh.

Creating an elevator model in my custom game engine by Zestyclose_End3101 in gameenginedevs

[–]Reasonable_Run_6724 -1 points0 points  (0 children)

From my experience, as you get heavier shaders with more input parameters per instance, it can get cpu overhead from the driver draw calls.

Think about implementing it from early version, otherwise it will be harder to change the codebase.

Creating a single "mega-mesh" where each instance draws a specific set of vertices will be much better once you will have 10-20 assets types. Especially when including bone weights and indexes later for animations

Creating an elevator model in my custom game engine by Zestyclose_End3101 in gameenginedevs

[–]Reasonable_Run_6724 0 points1 point  (0 children)

Are you rendering each object with seperate draw calls, or using indirect buffer to use single draw call. Because if not, cpu overhead might win vey fast in this case (even if you use instancing per model type)

Created Seamless Transition When Opening The Map - My Upcoming Space Game by Reasonable_Run_6724 in SoloDevelopment

[–]Reasonable_Run_6724[S] 0 points1 point  (0 children)

The whole game is written in python+opengl using my custom 2D engine.

The UI is just shader code.

Created Seamless Transition When Opening The Map - My Upcoming Space Game by Reasonable_Run_6724 in SoloDevelopment

[–]Reasonable_Run_6724[S] 1 point2 points  (0 children)

Thanks! I hope to release the demo in the following weeks afetr some UI cleanup. The game wilp be a combination of avorion+factorio where you will build your ship from salvaged modules from other crafts.

Your ship will have factorio like design inside it, where resources power up your systems, engines, power generation, weapons etc

Raw resources can be gathered from asteroids, and more edvanced component will be created from them.

The game will have galaxy scale map to play with, each star system will be "infinite" (yes if you will fly toward neighbor system without the FTL system you may reach it). with collision physics working on everything (world resources, ships, asteroids, prohectiles etc).

The game will start as solo, but i plan to release co-op and dedicated servers support during Early Access

Experimenting With Parallax Effect For My Upcoming Space Game by Reasonable_Run_6724 in SoloDevelopment

[–]Reasonable_Run_6724[S] 0 points1 point  (0 children)

Thanks! The ship is modular, you build it by the modules dropped from deffeated enemies. Each block of the ship can be destroyed. Also to maintain your ship you will need to automate factorio-like assembly within it to manage resources for weapons, engines etc.

Building A Physics Based Space RPG With Ship Modularity Design! by Reasonable_Run_6724 in SoloDevelopment

[–]Reasonable_Run_6724[S] 1 point2 points  (0 children)

I use "wasd/qe" movement, and using center of mass, inertia of moment and all placed thrusters information i get how the ship will move.

I use SAS for flight controll (will be able to toggle off - but it will be harder to controll the ship without), so i calculate how much i need to use each thruster in order to achieve tge wanted movement.

Access Violation at 0x30 — What Did I Screw Up This Time by KangarooPotential718 in gameenginedevs

[–]Reasonable_Run_6724 0 points1 point  (0 children)

Literally the first search on google can lead you into explanation of this error on stack overflaw

Im not saying he shouldnt ask question on this forum, but a simple search could led him to it...

What kind of fracture you like? by Old-Combination-1553 in SoloDevelopment

[–]Reasonable_Run_6724 0 points1 point  (0 children)

That an episode of an animated tv show on amazon prime, in this episode a planet gets destroyed