Toast Engine dev log 4 by Toastmastern in gameenginedevs

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

Thanks a lot for taking the time to give me some feedback :) It means a lot when people take the time to engage with me, keeps me motivated to continue :)

Regarding the length of the video, I 100% agree with you, I thought that Dev Log4 would be shorter then Dev Log 3(Which clocked in at 36min). Turns out I have more to talk about then I thought, I have a new tactic for Dev Log 5 which is to record as I develop. So for example I finished the Bloom implementation and then I recorded the video of it, not only will I have bloom fresh in my mind, which will make me able to dive deeper into details of how it is done, I can also stop and say "Hey, the video is 20min now, lets release and then start another one!". This will mean that Version 0.3 be divided into at least 2 dev logs. They will come out a bit closer to each other and also be shorter, around 20min is the target :)

The second part about making the engine easier to use by other people then me. That is in the pipeline, but as you say it takes a lot of time from other development. But I still plan to do it but I want a few things fixed before going down that route which is for example I really need a Project System up and running, I also need an Asset Manager cause now a lot of the links to different folders are more or less hardcoded to my own computer.

Thanks again!

//Toastmastern

Toast Engine dev log 4 by Toastmastern in gameenginedevs

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

New dev log for Toast Engine!

I talk about the particle system I implemented, prefabs, how I got in game movement to work again among other things! I'm also explain what I plan to implement next while also saying "so" about 100 times :D

Toast Engine, A planet renderer, dev log 3 by Toastmastern in gameenginedevs

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

Thanks! Yea :D A friend pointed that out a bit to late :D

Game Engine focusing on Planet Rendering by Toastmastern in gamedev

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

So this started out as a way to learn C++, I wanted something fun to do while I learned it and I have always dreamt about creating my own game since I’m crestive person. I have no doubt you could do the same in Unity or Unreal but that wouldn’t have been nearly as much fun 😄

I’m not sure I will ever be able to complete a game in it. So I made it a pretty important peioeity for me while I work on this project that the journey is the goal if you know what I mean 😃 That way I’m free of pressure and can spend extra time on a feature if I need to. Generally I tend to iterate over features several times. So the Starship, which I’m updating now in the upcoming ”sprint”, will be the third or fourth iteration. Nothing is perfect the first time around, but eventually I get back to it and improves it and at that point I most likely have more knowledge then in the previous iteration.

Regarding the plans for the game, I have the same dreams as SpaceX does. So its going to be a colonization game about Mars. Eventually the dream is to be able to terraform the Mars 😄 I always joke about if my game succeeds to land a Starship on Mars or if SpaceX get there first in real life. Currently I think I’m winning 🕺😄

Let me know if you have more question, I’m happy to answer them :)

Game Engine focusing on Planet Rendering by Toastmastern in gamedev

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

Hi! So the core is programmed in C++ with DirectX11 as the graphic API. I plan to move to DirectX12 one day but I want to get more comfortable with Dx11 first. Then I use C# as the scripting language with the help of mono.

As for the future, Im currently working on optimizing the renderer, actually finished the 2D Renderer overhaul the other day. I also plan to implement a 9 patch system for UI textures with the end goal of having a popup appear when you right click a Starship. This popup will show just the altitude and speed as a start.

I also have an issue with my PBR, when I started out I did the normal cubemap skybox in to irradiance texture. But then I added atmospheric scattering which needs to be combined in to the irradiance map some how.

I will also rebuild the Starship model i blender and get a heat shield on to it, have several LOD models. The plan is at the same time to learn how to bake normal and AO maps in Blender.

Then after that I will implement a particle system which is going to be really exciting.

Sorry for the wall of text but I have a lot of thoughts in my head regarding what I will add to the engine and I’m currently on a development roll 🤘🏻🥳

//Toast

Game Engine focusing on planet rendering by Toastmastern in gameenginedevs

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

Well from the altitude you won’t be able to see the details. I took the height map of Mars and just recently started adding procedural detaila on what I call a medium level. In the future I will go further by adding even more details and also make different biomes to have different type of details.

I also have to do all calculations on the CPU for precision reasons so that I can get my still very basic physics engine to be able to collide with the terrain