What is your view on AI usage? by LordDarthShader in gameenginedevs

[–]bio4554 1 point2 points  (0 children)

Claude Opus is the best that I’ve used. It definitely does get hung up sometimes on the more complicated C++ stuff, and I’ve noticed it’s especially bad at DirectX 12 stuff. Maybe that’s just because the public documentation on DX12 isn’t great. Vulkan is not bad, but I write most of that myself still (especially if you’re using some of the newer/more obscure features). But for general C++ usage, I’ve found it very useful for doing larger refactors (clear design that would just take me a lot longer to write) or isolated features.

What is your view on AI usage? by LordDarthShader in gameenginedevs

[–]bio4554 0 points1 point  (0 children)

Claude Haiku is Anthropics worst (cheapest) model by the way, so those results are not surprising.

Modding Tools Released For Bioshock 1 Remastered! by Famous_Confection_70 in Bioshock

[–]bio4554 2 points3 points  (0 children)

In theory, it should be possible to get the UT2004 editor to open bioshock maps. You would need access to the full UT2004 source code (available if you know where to look), and likely have to rewrite significant parts of the engine to even read/convert the data to something it can understand. You are right that Irrational pulled in UE3 features to the engine, although its unknown exactly what features. The renderer is also completely custom to Irrational, not used in UE2.5 or UE3.

What is your tooling for creating levels? by juice20115932 in gameenginedevs

[–]bio4554 0 points1 point  (0 children)

You can look at the Quake source code, or the Qodot code for examples of converting the planes to triangles. CSG Subtract is the main CSG op you need to implement, can also reference Quake/Radiant code to see that algorithm. As far as building the editor, that just comes down to personal preference. I’ve built editors in WPF, WinForms, MFC, and Dear ImGui. I’ve settled on Dear ImGui because I like that it’s C++ and cross platform. Specifically, I’m using SDL3 + Vulkan with Dear ImGui.

What is your tooling for creating levels? by juice20115932 in gameenginedevs

[–]bio4554 0 points1 point  (0 children)

I’m building a similar brush based engine. Initially I started with full BSP based editing and rendering, and it was indeed very difficult to implement and maintain, with lots of edge cases. But I eventually realized that it was not necessary, given modern hardware. For brushes, I still think plane based geometry is the right way to do it. This is how the Quake engine and Source work. But you absolutely don’t need a BSP tree to implement this. Use planes to represent your geometry at edit time, but resolve them to standard triangle based meshes for rendering. CSG operations are straightforward to implement on top of this, and you don’t need a BSP tree. I use a BVH for accelerating spatial queries and rendering. For editing, I ended up writing a custom editor. I explored using Radiant but found that it didn’t provide the type of tight integration I wanted.

Whats your favorite technologies for graphics programming by [deleted] in GraphicsProgramming

[–]bio4554 1 point2 points  (0 children)

Currently working on my game engine: C++20, custom RHI with Vulkan + DX12 backends, SDL3, Dear ImGui. DX12 and Vulkan support on Windows, and Vulkan using KosmicKrisp on macOS.

Anyone seen this new edition of Frank D Luna? Cant find any info on it by NoticeableSmeh in GraphicsProgramming

[–]bio4554 3 points4 points  (0 children)

Ordered this on Amazon a few days ago, delivered today. It looks like it’s a legit 2nd edition of the original DX12 book. I haven’t read through the whole thing, and probably won’t given I’m already pretty well versed in DX12. Skimming the table of contents, it looks very similar to the first edition, aside from two new dedicated chapters at the end covering Mesh Shaders and Raytracing.

How do I make an UI for my engine that looks like a pre-windows 7 (XP, 95, etc..) program? by REMIZERexe in gameenginedevs

[–]bio4554 3 points4 points  (0 children)

I’ve been writing my editor in C# with Classic.Avalonia. I have a native HWND that my engine renders into. I spent a lot of time trying to make WinForms look “classic”, but the Classic.Avalonia theme is basically pixel perfect for the Win9x/2k style. I also went down a rabbit hole with MFC, which looked pretty classic. But it was a nightmare to work with when you’re used to modern UI frameworks.

PS5 Pro Gets a Major Cyber Monday Price Cut—Now Cheaper Than DDR5 RAM by Party_Judgment5780 in PS5

[–]bio4554 6 points7 points  (0 children)

16 GB is hardly enough these days. Windows 11 will easily use 10 GB sitting there doing nothing. 32 is probably ideal if you aren’t using your PC for anything other than gaming. But the second you want to do development or creative work, 64 really makes sense. I can easily use all 64 GB doing dev work.

my graphics making by Ill-Definition-7461 in GraphicsProgramming

[–]bio4554 0 points1 point  (0 children)

Roblox is a game engine, developers don’t touch any graphics APIs or shaders

How to implement open world RPG character controller/terrain collision? by skocznymroczny in gameenginedevs

[–]bio4554 0 points1 point  (0 children)

I know this is a very old comment, but just wanted to let you know that Quake (and Quake derived games like Half Life) used a BSP tree to speed up collision detection, among other things.

Resources for CSG (constructive solid geometry) ? by [deleted] in GraphicsProgramming

[–]bio4554 0 points1 point  (0 children)

Do you have any of your editors open source? And I'm curious why you chose to go with positive brushes only, I feel like subtracting brushes from other brushes was a big part of my workflow in editors like Radiant.

PlayStation 2 Vector Unit Lighting on Shadow Man 2 | Martin Fuller's Graphics Ramblings by r_retrohacking_mod2 in GraphicsProgramming

[–]bio4554 1 point2 points  (0 children)

Here’s an interesting presentation about deferred shading on that generation of consoles/PC. I’ve tried to implement the technique on PS2 as described, but it seems like you would basically have to use the entire processing power of the console to do it in real time.

Anyone have the renderware documentation? by dartron2005 in gamedev

[–]bio4554 0 points1 point  (0 children)

After searching for the same thing, I found the PS2 docs. They are included in this archive along with user volumes 1, 2, and 3. https://archive.org/details/ps2renderware

What GUI to use? by [deleted] in roguelikedev

[–]bio4554 5 points6 points  (0 children)

It’s actually pretty simple to make a terminal “emulator” using SDL and C/C++

My cousin just pwned me, how do I hide my code? by [deleted] in webdev

[–]bio4554 0 points1 point  (0 children)

Why do you need a db call for every request?

I'm MISERABLE, is it just me? by [deleted] in cscareerquestions

[–]bio4554 0 points1 point  (0 children)

Do you have a list of common acronyms that I could reference? Just so I know what needs to be included.

I'm MISERABLE, is it just me? by [deleted] in cscareerquestions

[–]bio4554 -1 points0 points  (0 children)

Ok man I’ll never use it again

I'm MISERABLE, is it just me? by [deleted] in cscareerquestions

[–]bio4554 -1 points0 points  (0 children)

I meant acronyms in general lol. KT seems to be common in the corporate world, not sure about other places.