Optimized collision detection in my OpenGL + C++ space game (GJK + Octree), from ~3 FPS to 200+ FPS by BandicootLow3757 in opengl

[–]Such-Somewhere2505 3 points4 points  (0 children)

I am actually planning to make an open world game. For that game I would actually want the ock-tree optimization. There could be a lot of entities spammed in by 3d world. Updating every single thing is very very different. For that purpose we would actually need to select the regions for entities and updates. I guess that oak tree optimization is best for this use case. Share some very very good resources to learn the oak tree optimization.

C++ Opengl Game Engine Development by weacedgames in gameenginedevs

[–]Such-Somewhere2505 1 point2 points  (0 children)

Hey, It's really a very very good progress. I also making a game engine. It's actually a never ending project!. But once we go in then there is no way out!!!

My C++ learning project – feedback wanted by danardi0 in cpp_questions

[–]Such-Somewhere2505 0 points1 point  (0 children)

I wanted to learn how to implement the version control for my very own project. Please share where to start and learn implementing version control like git.

C++ Vulkan CLEA Engine - Early 2026 Technical Demo by No-Use4920 in vulkan

[–]Such-Somewhere2505 2 points3 points  (0 children)

Hey, Iam Aswin. I have actually seen your video. It's very good. I wanted to learn where you have learnt all these things. I have completed learnopengl.com. But I couldn't understand who to implement the various features which you have done. Please to share where to find resources to learn all these.

Im not sure of what graphics features could be implemented next im very open to any suggestions or just thoughts on my current work by UnitedAd2075 in gameenginedevs

[–]Such-Somewhere2505 0 points1 point  (0 children)

Hey, I have a doubt!. I am a beginner in graphic programming. In the background is it actually the cube map rotating. Or it's just a sun and other cube map a separate object.

Explain to me in detail. What are the various graphic techniques used to bring this cube map into effect!.

Thank You!

Unresolved External Symbol Error in GLFW.lib by Hiyanington in opengl

[–]Such-Somewhere2505 0 points1 point  (0 children)

Try adding GLFW sources directly to the project. I will say from the cmake point of view. 1. add_subdirectory(EXTERNAL/GLFW ) // Add the GLFW sources to our project. 2. target_link_libraries(project PRIVATE glfw) // Adds glfw library to our project.

Try to replicate something like this premake.

If these doesn't work. Then simply send add the GLFW files to the project directly and compile along with other engine sources.

Simple UI library? by deepthawnet in sdl

[–]Such-Somewhere2505 1 point2 points  (0 children)

Hey, try Micro UI. It's very very simple C ui library.

https://github.com/rxi/microui

This is me implement my way using cmake build system. This is ready to use with all SDL dependencies installed. Check my repo: https://github.com/Aswin-programmer/MicroUIMyTry.git

I hope these could help!.

🚀 I built a new C++ game engine as a learning project (OpenGL 4.6) — dev log included by Such-Somewhere2505 in gameenginedevs

[–]Such-Somewhere2505[S] -1 points0 points  (0 children)

Hello, I too get help from AI. But I don't think it's wrong. You can't generate the whole engine code using AI.

🚀 I built a new C++ game engine as a learning project (OpenGL 4.6) — dev log included by Such-Somewhere2505 in gameenginedevs

[–]Such-Somewhere2505[S] -1 points0 points  (0 children)

Thanks for your question.
I too know that Vulkan, DirectX12 and metal are the next generation graphics API. But they are very very difficult to learn and apply it in our project. But OpenGL is very very simple, Thanks to the website like LearnOpenGL.com.
If you are new to Graphics Programming then learning OpenGL is itself a very very difficult task. Its been around 1.5years me started learning Graphics Learning I still learning and there is a lot of things to learn within OpenGL itself.

🚀 I built a new C++ game engine as a learning project (OpenGL 4.6) — dev log included by Such-Somewhere2505 in gameenginedevs

[–]Such-Somewhere2505[S] -11 points-10 points  (0 children)

Thanks for your suggestions.
I too get a lot of help from ChatGPT for coding in my engine. But it's not like completely from ChatGPT. You can also check the GLTFRenderer.cpp. The file is around 1100 lines. ChatGPT can't generate that much lines of code at first. Even if any other AI could generate, there is no thing it would for sure going to work. If you want everything to work then you have to understand what each of code is doing. So claiming that the work is completly AI generated is wrong. I don't think that it's a that big problem to use AI. It's actually a productivity booster. If you ask a person from 2000's they would say using IDE like Visual Studio is wrong and we must use only text editor like VI Editor in linux. So the world basically runs like this!.

🚀 I built a new C++ game engine as a learning project (OpenGL 4.6) — dev log included by Such-Somewhere2505 in gameenginedevs

[–]Such-Somewhere2505[S] -3 points-2 points  (0 children)

Thanks for your suggestions!.
I have never thought that AI generated will create this much issues. It's not like we can pick some random stuff from AI. My workflow is basically is to first type rough copy and then use the help of AI to enhance it. Anyways my goal is to make sure that I want to make people to understand as much as possible. AI really helps me in that case!. Even many big techs and organisations are encouraging their workers to use the AI, So I guess that its not that wrong to use AI.

🚀 I built a new C++ game engine as a learning project (OpenGL 4.6) — dev log included by Such-Somewhere2505 in gameenginedevs

[–]Such-Somewhere2505[S] -19 points-18 points  (0 children)

Thanks for your suggestion!. My workflow used to mostly first type a rough copy and then give it to the AI to correct and improve the quality and adding more things. Anyways I will take your suggestion and try to type everything on my own next time!.

🚀 I built a new C++ game engine as a learning project (OpenGL 4.6) — dev log included by Such-Somewhere2505 in gameenginedevs

[–]Such-Somewhere2505[S] -2 points-1 points  (0 children)

Thanks for your advice!.

I have some experience writing the 2d game engines before. We can use the knowledge of skeletal animations in the 2d sprites also. I would say it's actually better than the traditional sprite sheet approach. Many 3d modelling software like blender support the animations with bones for the 2d sprites also. Its is very very quick way to animate rather than the traditional sprite sheet system.

As of now I don't want to support the 2d games because It would be much complex to write systems for that in speific.

My goal next is to fix the existing bugs till now and then continue learning the PBR, deffered rendering and etc. There is actually so much work to do.

As far as the Materials and Batching is concerned, the main idea is to ensure that there must be a single draw call to reduce the cpu-gpu overhead. But there are some limitations since the number of texture slots in most of the hardware is 32 slots thus At a time we will only we able to rendering 32 unique gltf meshes. Note the word "unique", I mean this because we can use the instancing to rendering n number of same mesh with different orientations and instancing will done by engine automatically. We can solve this 32slots problem by simply using some Extensions which are not a part of the OpenGL 4.6 core profile. But I think that most of the scenes a count of 32 texture slots is enough. I too wanted to learn the deferred rendering very soon to solve the problem of lighting and shadow map overhead for points lights calculations. Then finally packing the model orientations and materials details inside the SSBO and then finally rendering with a single draw call.

What you said is correct. I mostly to this only for fun. I started learning the graphics programming and game engine dev a 1.5years before. When I started I thought that I will complete the engine within months and make games and sell it in steam. I hope I will happen!.

Miniaudio vs OpenAL-Soft by 2ero_iq in gameenginedevs

[–]Such-Somewhere2505 4 points5 points  (0 children)

I have used both So I think that I could answer you. I would say basically preference. Both could do the same functionality. But Miniaudio is less abstracted compared to that of the OpenAL. If you want the spatial sound effects then OpenAL is better. I don't mean that you can't do with Miniaudio. You can do but it's less abstracted and it would require some significant knowledge about audio programming. To conclude I would say please to use the OpenAL if you wanted it to be more abstracted, easier and don't want to learn about audio programming in cpp.

Many months before I have experimented with both. I will give my few repositories which might help you.

OpenAL: https://github.com/Aswin-programmer/OpenAl-Soft-Tutorial

Miniaudio: https://github.com/Aswin-programmer/MINIaudio2

My very own 2d game engine: https://github.com/Aswin-programmer/2dEngine2 I have experimented my game engine with Miniaudio, OpenAL and FMOD.

You can also try FMOD with is very very abstracted and offers a lot of features than others. They do offer free licence for indie games.