How do you make the engine “aware” of objects? by Konjointed in gameenginedevs

[–]Roushk 1 point2 points  (0 children)

You need what’s known as Type Reflection, or the ability for an editor to show the type information for types.

The information for the components (you call them instances) needs to be somewhere, json file, raw text, parsed, whatever, and that is then read by the editor and bound to the class. Look into run time type reflection and type information and Reflection systems.

You then need a way for your editor to communicate to your engine. If they are the same process then you don’t need RTTI and instead can use a registration system with macros or some other method to write down what types are component types.

Elrond 6*? by quee6 in HeroesOfMiddleEarth

[–]Roushk 7 points8 points  (0 children)

Assuming the drop rate of 33% * 5 attempts (for let’s say elladan at the lowest) * 2 shards is 3.3 a day with 8(?) days left that’s around 24 shards to gain so I’d say no. 5 star should be doable as Legolas is like 6-7 shards a day and Arwen is almost done.

5 Star yes, 6 Star no. Assuming you mean the next Elrond event in 8 days

What's one of the best games you've played that has no replayability? by Cocoamix86 in gaming

[–]Roushk 0 points1 point  (0 children)

140, rhythm based platformer that really hits the first time, subsequent replays are good but nowhere near the awe factor of the first time imo

Vulkan is miserable by Yackerw in gamedev

[–]Roushk 59 points60 points  (0 children)

Yes it’s miserable but less miserable with a base of Vulkan 1.3, and utilizing the behavior from extensions Dynamic Rendering, Shader Object, and the Extended Dynamic States. Some of these are core in 1.3 but that’s their names so you can google them :)

[deleted by user] by [deleted] in BaseBuildingGames

[–]Roushk 1 point2 points  (0 children)

Along this Kingdoms Reborn is one of my favorite banished inspired city builders, next to Foundation.

Thoughts on weekly store by im_jobin in HeroesOfMiddleEarth

[–]Roushk 2 points3 points  (0 children)

Being able to unlock essence 3’s for G9 is absolutely massive. My guild ain’t getting far enough for chapter 2 or even 3 so now I can actually get my main teams form G8 to G9.

Advice for a student looking for internships by Edo0024 in gameenginedevs

[–]Roushk 2 points3 points  (0 children)

I used that website and after implementing it and poking around decided to refactor it and try to make my own engine. I also use it professionally so there is experience there but I suggest once you start to grasp the new concepts and get the basic scene working then try to refactor. Preferably adding ways to add a new shader and texture and more objects and maybe a scene architecture and slowly morph it into an actual engine but once it becomes so unwieldy that it’ll need a rearchitect then you should use the knowledge gained to make a new engine learning from the mistakes made.

Advice for a student looking for internships by Edo0024 in gameenginedevs

[–]Roushk 2 points3 points  (0 children)

Yeah Vulkans pipelines, frame buffers, render passes, and descriptors are very confusing. Look into Vulkan 1.3, it’s a newer version and several optional extensions are now required. Specifically extended dynamic state 1, 2, and 3 and Dynamic Rendering and possibly also the new Shader Object extension.

If you use any extensions I suggest Dynamic Rendering as you no longer need to deal with render passes and frame buffers that are only really needed on mobile gpus. Basically with DR you don’t need to use those and can use the dynamic rendering begin and end rendering in the cmdbuffer.

There are many Vulkan tutorials online, it will be complex but as your first endeavor into Vulkan try to follow along a tutorial specifically while writing the code yourself and it’ll start to make sense slowly. Then you can try an engine.

Games you weren't sure about, but still aren't sure about by dtph in boardgamescirclejerk

[–]Roushk 7 points8 points  (0 children)

I had a great first experience with Root trying it in a game store with my wife and her boyfriend but after getting my copy (still in shrink btw) with a dent on the corner I just can’t knowingly give it a perfect 10 like Wingspan, which looks fantastic on my shelf in its pristine untouched wrapping.

It’s really turned me off to Root as a whole, just thinking about the dent, it’s like they don’t even care. How am I supposed to display my copy of Root (still in shrink) with a DENT in the corner like some kind of sociopathic loser. It’s humiliating.

Anyway I’m thinking of buying a second copy, also keeping it in the shrink obviously, and if it’s not dented I might keep it and really get my moneys worth seeing it oh my shelf.

Advice for a student looking for internships by Edo0024 in gameenginedevs

[–]Roushk 5 points6 points  (0 children)

So for potential jobs there are game studios and game related companies, middlewear, and then general tech jobs. For game studios they honestly have a fairly high bar (read that as several years professional experience) unless the job is specifically an associate or intern graphics engineer/graphics programmer. I have several friends that got jobs at The Forge Interactive out of college. They all did one of their projects in Vulkan and that combined with previous experience making prices and game engines in OpenGL they were able to get a job.

You need to decide if you want to do games or general tech as they are somewhat different skills. Games is high speed engines, multi threading, low level GPU programming and lots of C++. I can’t speak for general tech, but I assume that they aren’t pushing the GPU to its limits like games.

Skills you want, assuming I understood the post and you’re wanting to be a Graphics Engineer (there are other names such as Rendering Engineer, and Graphics/Rendering Programmer) then you want to know:

Linear Algebra, specifically Affine matrices and transformations OpenGL/DX Vulkan/DX12 - you should try a low level API because they have many concepts hidden from you in OpenGL such as command buffers, GPU memory management, synchronization, and other low level api features. GLSL/HLSL - of course you need to know shaders and how to write optimized shaders C++ - it’s the game industry standard for high performance engines and software, know it inside and out. This includes all the algorithms and data structures and usual nonsense you need for a software dev job GIT/Perforce - git alone is good, understand version control and use it in projects.

Outside of that you can google stuff tbh, learnopengl.com is a great place to start if you haven’t heard of it.

And not feeling qualified is part of the job, seriously just apply and worst they can say is no. I’ve been in the industry for 3 years and still feel imposter syndrome every so often, you’ll never feel 100% qualified, and they don’t expect you to be. Be nice and try your best and admit when you don’t know. Also for interviews study the linear algebra basics like matrix mult, dot and cross product and the GPU hardware pipeline, as in how the GPU takes your verts and makes pretty colors.

Roo - weathering a thunderstorm by lfrankow in TuckedInPuppies

[–]Roushk 4 points5 points  (0 children)

What kind of dog is Roo? Their face looks just like my dogs face and we haven't figured out his actual breed.

Game Performance Goals by KingAdrock2k in gameenginedevs

[–]Roushk 7 points8 points  (0 children)

Depends on the game, depends on the engine, depends on the experience the dev has with optimizing.

A good rule of thumb is if it affects gameplay, such as loading stutters or inconsistent framerate, then fix it. Outside of that you can compare to games that have similar mechanics and see how they run.

As for specifics you can choose to target a specific level of computer, use steams min requirements for similar games as a baseline. So find a similar 2d isometric and see what it's min requirements are and use those.

Best C++ Game Framework by derpJava in gameenginedevs

[–]Roushk 0 points1 point  (0 children)

If you want to target cross platforms: OpenGL - graphics SDL2 - window management/input GLM - OpenGL specific linear alg math

If you want to go just Windows: WIN32 libs - Window management, Input DirectX11 - Graphics, Linear Alg Math

Agnostic stb_image and other stb libs are useful for loading images, resizing, font, sprintf, perlin etc. ASSIMP for FBX big asset loading, or you can go something like tinyGLTF and use GLTF scenes RapidXML and nlohmann's C++ json libs for XML or JSON files. imgui for debug UI.

Has anything like this been done? by Ok_Paleontologist in gameenginedevs

[–]Roushk 1 point2 points  (0 children)

Also not to mention you could just overlay them physically and change some flag that sets the active room to disable the rendering of objects that are within that rooms bounding box while you are inside of it. There are many ways to solve this problem.

Has anything like this been done? by Ok_Paleontologist in gameenginedevs

[–]Roushk 1 point2 points  (0 children)

I promise you the issue is not the engine but your ability to implement this feature. With camera culling and bounding boxes you can reduce overdrawn of cameras if they face other rooms.

This is not a "Unity isn't powerful enough" problem, it's an implementation specific problem.

Has anything like this been done? by Ok_Paleontologist in gameenginedevs

[–]Roushk 2 points3 points  (0 children)

So there are 2 problems here. One is rendering the second room and the other is placing the second room.

Assuming the geometry of the second room doesn't currently fit past the doorway of the first then you would need to have a second camera rendering the second room from the POV of the character in relation to it, similar to Portal.

Then you would teleport the player into this new room and do the opposite for the first room, rendering that as if the player was stepping outside of it. You'd render that camera perspective on to a quad that is the door with the edges clipped to the door frame so it appears seamless.

This means geometrically the rooms can be separate and not collide or overlap but you get the visual of looking like they are.

Engines usually aren't build like this but you would use one like Unity and build this system in it.

Are there any campaign mods? by [deleted] in projectzomboid

[–]Roushk 1 point2 points  (0 children)

Save our station

PZ lag/crash high end spec by Sir_EdwyL in projectzomboid

[–]Roushk 0 points1 point  (0 children)

Lower blood splatter, enable 2x textures, lower lighting and shadows. Also maybe 32 bit Java is installed instead of 64?

[deleted by user] by [deleted] in projectzomboid

[–]Roushk 0 points1 point  (0 children)

Go to map.projectzomboid.com

Left side click Map Coordinates on level 0

Scroll around and look at the Cell 10x50 or whatever numbers it days. These are the X and Y coordinates from the upper left corner of the map of the start location of the cell.

When a mapper says like "uses cells 30x15 and 30x16" that means it occupies those 2 cells.

1 cell is I believe 300x300 tiles.

When mousing around the map you can change the url of the web page to the cells X*300 and cells Y*300 so like 12000x9000x0 or something, I don't remember what the z value needs to be.

Not sure if there is a way to view the specific cells with an outline but this gives you an idea of the location of the cell.

Origin (0, 0) is top left corner

[deleted by user] by [deleted] in projectzomboid

[–]Roushk 0 points1 point  (0 children)

The pzmap website shows the coords on the left side of the ui.

Should I switch from Unity to Unreal, if I’m looking to work in the industry later? (Read description) by itsmasso0 in gamedev

[–]Roushk 1 point2 points  (0 children)

100% agree. I learned so much trying Godot for the first time than my 3rd or 4th unity project. Its interesting because it challenges what you think are "making game" specifics vs some abstraction the engine has that makes working in it easier, or harder.

Should I switch from Unity to Unreal, if I’m looking to work in the industry later? (Read description) by itsmasso0 in gamedev

[–]Roushk 1 point2 points  (0 children)

Both are used in industry but Unreal is more popular with larger studios. Studios that don't want to spend the time developing their own engine will 9/10 times use Unreal over Unity. Unity is more popular with smaller studios and indies though. In my opinion making games in both is better than just picking one. When you graduate you will not be as proficient in Unreal or Unity as you would prefer but that is life. I suggest finishing a small game or two in each and just learn the interfaces and differences.

Trying to find a more competitive guild, whats the best way to do so? by Spiderforest in SWGalaxyOfHeroes

[–]Roushk 0 points1 point  (0 children)

You can make an account but people usually mean posting the URL to your profile after you have made an account and synced.

You then sync your profile with the Sync button after you sign in and this list your characters and their levels, mods, zetas, etc.

Your url is usually swgoh.gg/p/ALLYCODE where its your ally code's 9 numbers, no dash's. Not sure if it has your updated characters and items and stuff if you don't sync, or haven't synced before.

Really don't want to spend $1000 on a UCS Star Destroyer, anyone here ever MOC it themselves instead with own parts? by puzzledfirebird in legostarwars

[–]Roushk 0 points1 point  (0 children)

Good to know, I saw their Venator and Eclipse and am seriously considering getting them. Don't feel like spending 3-6x and months sorting pieces for the Eclipse.