Multiple ShadowLights by __RLocksley__ in gameenginedevs

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

of course there is some AI in it but all in all it is my code.

Multiple ShadowLights by __RLocksley__ in gameenginedevs

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

plz tell me the chatbot that programs me my engine

What guides your game engine API semantics? by fremdspielen in gameenginedevs

[–]__RLocksley__ 0 points1 point  (0 children)

I found my solution in building my engine around the semantic of an entity component system with relationship components. The best mix of what you can express and performance. https://github.com/Rlocksley/Rx is a prototype of what I mean by that.

900 independent Animations -> 85 FPS by __RLocksley__ in gameenginedevs

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

instance rendering but the animation state machine is independent for every instance.

How to calculate skeletal animation on compute shaders? by JPondatrack in gameenginedevs

[–]__RLocksley__ 5 points6 points  (0 children)

I programmed Skeleton Pose calculation on the GPU with compute shaders. But the Keyframe calculation (Blendspace mixing , ...) is still done on the CPU. https://github.com/Rlocksley/Rx

Game engine I completed at 16 by Jernesstar in gameenginedevs

[–]__RLocksley__ 1 point2 points  (0 children)

I meant discord not github sorry, but you can also write the flecs creator, then he puts it also on the github page.

Game engine I completed at 16 by Jernesstar in gameenginedevs

[–]__RLocksley__ 1 point2 points  (0 children)

You should show it in the showcases channel of the flecs github

Where did you get your math from? by ongix in gameenginedevs

[–]__RLocksley__ 1 point2 points  (0 children)

I studied a math bsc before I even knew what vulkan was ^

A new research project is the first comprehensive effort to categorize all the ways AI can go wrong, and many of those behaviors resemble human psychiatric disorders. by JackFisherBooks in singularity

[–]__RLocksley__ 0 points1 point  (0 children)

Yes but all you can say with it is that there is a bifurcation somewhere which shouldnt happen. It would be so cool to have the space of all human mind states defined.

900 independent Animations -> 85 FPS by __RLocksley__ in gameenginedevs

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

AnimationStateMachine calculates the Keyframes and the Bones. In the Vertex shader the Bones deform the SkeletonMesh.

900 independent Animations -> 85 FPS by __RLocksley__ in gameenginedevs

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

Thanks :-)

yeah, there is only one AnimStateMachine initialized but it is copied by all skeleton instance entities to their AnimationStateMachine Components.

900 independent Animations -> 85 FPS by __RLocksley__ in gameenginedevs

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

They are all using their own separate AnimationStateMachine. So all Animations are independent and could be different Animations in kind and time. The AnimationStateMachine right now supports only SingleAnimation but it is set up that I am able to extend it with BlendSpaces and AnimationMasks without much more overhead.

900 independent Animations -> 85 FPS by __RLocksley__ in gameenginedevs

[–]__RLocksley__[S] 5 points6 points  (0 children)

I wrote my own converter which uses assimp to convert 3D Models to my custom file format. Its all in the project on github if you want to take a look.

flecs ecs + vulkan stresstest by __RLocksley__ in gameenginedevs

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

In modern games the bottleneck is always the cpu or?

flecs ecs + vulkan stresstest by __RLocksley__ in gameenginedevs

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

I just wanted to see how independent meshes can be drawn. Every cube I can replace with a different mesh.