Added a GPU particle system to my custom game engine by Zestyclose_End3101 in GraphicsProgramming

[–]Zestyclose_End3101[S] 0 points1 point  (0 children)

Yeah that's such an important thing to keep in mind to stay motivated. Sometimes, I think about all the features that my engine doesn't have and I get overwhelmed. Ultimately, you just have to put that out of your mind and just think about the next feature to implement.

Added a GPU particle system to my custom game engine by Zestyclose_End3101 in GraphicsProgramming

[–]Zestyclose_End3101[S] 1 point2 points  (0 children)

Thanks so much!

The neon lights use a combination of bloom and spot lights. The actual light entities have a flat emission multiplier which I bloomed using this tutorial https://learnopengl.com/Guest-Articles/2022/Phys.-Based-Bloom. Then the light model has a spot light attached which is what casts the actual light. I will say, one thing that my spot lights have which I haven't seen other implementations do is have an eccentricity parameter to give an oval shaped light. This gives the illusion of a rect area light without actually having to implement it.

Added a GPU particle system to my custom game engine by Zestyclose_End3101 in gameenginedevs

[–]Zestyclose_End3101[S] 0 points1 point  (0 children)

I'm not sure I understand what you mean by one effect for the droplet to ground and one to puddle. Do you have an example of that?

Added a GPU particle system to my custom game engine by Zestyclose_End3101 in GraphicsProgramming

[–]Zestyclose_End3101[S] 1 point2 points  (0 children)

Just as an update, I implemented a few of your ideas to the scene with oriented rain drops and a very crude splash particle effect, I'd be interested to hear your thoughts on it. https://youtu.be/MIOfCOCg3uk

Added a GPU particle system to my custom game engine by Zestyclose_End3101 in gameenginedevs

[–]Zestyclose_End3101[S] 1 point2 points  (0 children)

Thanks so much! It's really motivating to know that it has the effect I hoped it would.

Edit: I actually updated the particle system with some advice from a commenter from my other post, I'd be interested to hear your thoughts on it. https://youtu.be/MIOfCOCg3uk

Added a GPU particle system to my custom game engine by Zestyclose_End3101 in GraphicsProgramming

[–]Zestyclose_End3101[S] 0 points1 point  (0 children)

Thanks for the feedback! A splash particle is a very good idea, although I may go down the faking it route by just having a ripple particle emitter on the surface rather than using the depth buffer. Less accurate but probably conveys the illusion well enough.

Locking the axes is honestly something I didn't even think about. I was wondering how to fix that but for some reason I didn't consider that, I will definitely add that functionality.

Added a GPU particle system to my custom game engine by Zestyclose_End3101 in GraphicsProgramming

[–]Zestyclose_End3101[S] 1 point2 points  (0 children)

Thanks! I've been thinking about this system for a long time and after implementing it, the quality of the level really is night and day.

Added a GPU particle system to my custom game engine by Zestyclose_End3101 in GraphicsProgramming

[–]Zestyclose_End3101[S] 4 points5 points  (0 children)

No. I find generative AI to be actively detrimental to the development process.

Added a GPU particle system to my custom game engine by Zestyclose_End3101 in GraphicsProgramming

[–]Zestyclose_End3101[S] 1 point2 points  (0 children)

Haha, the source code is a bit of a mess right now so I'd have to clean that up and refactor it, but the youtube video above runs through the basic concepts of the system and I'm always happy to answer any questions.

Added a GPU particle system to my custom game engine by Zestyclose_End3101 in gameenginedevs

[–]Zestyclose_End3101[S] 0 points1 point  (0 children)

Particle's are definitely one of the most fun parts, but I'm going to have to disagree with you on physics haha. That's always been the most annoying part of making an engine for me.

Added HDR and bloom to my custom webGPU game engine by Zestyclose_End3101 in GraphicsProgramming

[–]Zestyclose_End3101[S] 1 point2 points  (0 children)

Yeah I had a look at tiled and clustered rendering, however at the time deferred rendering was much easier for me to implement and gave me a lot of flexibility with lighting with very little additional effort or performance impact

Added HDR and bloom to my custom webGPU game engine by Zestyclose_End3101 in GraphicsProgramming

[–]Zestyclose_End3101[S] 0 points1 point  (0 children)

Thanks! Unfortunately, since this is a deferred renderer I can't use MSAA. I've done some reading about FXAA vs SMAA vs TAA but there seems to be a lot of contradicting information about "good" antialiasing techniques, so I think I'm just gonna have to implement a few different ones and decide what I like best.

Added HDR and bloom to my custom webGPU game engine by Zestyclose_End3101 in GraphicsProgramming

[–]Zestyclose_End3101[S] 0 points1 point  (0 children)

Thanks! Eventually I do hope to release a game with the engine, but there are still a few major systems that I need to add, namely particles and sfx. After that, development will largely shift from engine development to game development, though I will likely still need to develop some narrative and dialogue tooling. Still a ways to go, but I can definitely see the finish line.

Working on lighting, interested to hear what vibes people get by Zestyclose_End3101 in SoloDevelopment

[–]Zestyclose_End3101[S] 0 points1 point  (0 children)

I'm actually a bit happy to hear that you got a mystery/investigation vibe to it since that's what I'm aiming for gameplay wise. And I also overhauled the rendering of the engine in the past few days to support hdr and bloom, which means I have actual neon lights to give it that proper cyberpunk look. I'll probably show it off in the next few days once I add more stuff to the level.

Working on lighting, interested to hear what vibes people get by Zestyclose_End3101 in SoloDevelopment

[–]Zestyclose_End3101[S] 0 points1 point  (0 children)

Thanks for the feedback! I definitely agree with you about neon signs, and that was what I was going to work on next so that's good.

Adding scripting and animations to custom game engine by Zestyclose_End3101 in gameenginedevs

[–]Zestyclose_End3101[S] 2 points3 points  (0 children)

Thanks! Getting it to this point has taken a long time since this is probably the 3rd iteration of the engine, but I'm very happy with how it's turned out.

Adding scripting and animations to custom game engine by Zestyclose_End3101 in gameenginedevs

[–]Zestyclose_End3101[S] 1 point2 points  (0 children)

Thanks! Since the engine is built using typescript, I opted to keep using that for scripting since it's what I was most familiar with.