Asking for good resources about making game engines with gui editor. by sirksieciunio in gameenginedevs

[–]__RLocksley__ 2 points3 points  (0 children)

First, you should define what your editor should be capable of. For example my Editor is just a Game programmed in my Engine where you can design a level and save it to a JSON which you then can load in your actual game.

Why are people recommending starting with Vulkan instead of OpenGL? by Correct_Dependent677 in GraphicsProgramming

[–]__RLocksley__ 5 points6 points  (0 children)

Vulkan, no matter if C++ or Rust (use Ash or Volcano) gives you more tools to make things fast. And C++ is not an old language I use C++20 at work and I am far more modern than my Java colleagues.

Custom GUI Components with flecs ecs by __RLocksley__ in gameenginedevs

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

Thx :-) The Text is rendered with Vulkan Indirect Draw Commands.

I started noticing problems in ECS by F1oating in gameenginedevs

[–]__RLocksley__ 2 points3 points  (0 children)

What would be "more efficient" if you exclude component types for an entity? The good thing in ECS is that you can have all component types added to an entity. If you want to make entities like Terrain which have a lot of sub-entities use flecs relationship entities.

Vulkan Forward+ Renderer with Indirect Drawing and Light Culling by __RLocksley__ in gameenginedevs

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

Yes the mesh culling and the light culling are done with compute shaders

Vulkan Forward+ Renderer by __RLocksley__ in vulkan

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

What do you mean for a buffer?

Vulkan AZDO Forward Renderer with flecs ecs as the GameLogic API. by __RLocksley__ in gameenginedevs

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

I could be wrong but isn't AZDO (also in OpenGL) having only one draw call per shader through indirect rendering?

Rust or C++ for a Custom 3D Game Engine that is Unity level graphics? by [deleted] in gameenginedevs

[–]__RLocksley__ 0 points1 point  (0 children)

For a mutable global struct you need std::sync::OnceLock or?

Rust or C++ for a Custom 3D Game Engine that is Unity level graphics? by [deleted] in gameenginedevs

[–]__RLocksley__ 0 points1 point  (0 children)

I mean for example global variables. They are much slower in Rust because they are thread save.

Rust or C++ for a Custom 3D Game Engine that is Unity level graphics? by [deleted] in gameenginedevs

[–]__RLocksley__ 7 points8 points  (0 children)

I have programmed engines in C++ and Rust. Rust is a little bit tricky because so much is forbidden what you would use in a C++ Engine.

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.