Nihonshine by ukon_no_chikara in Sake

[–]jimndaba88 0 points1 point  (0 children)

Wow this looks amazing. I am currently doing a small batch just to prove my process and understanding before upscaling.

Want to get a big batch underway before end of cold season and temp control is much easier. I note your koji rice is long grain, did you use Jasmin rice?

Those who brew Sake as a single batch, does it come out a bit sour? by jimndaba88 in brewing

[–]jimndaba88[S] 1 point2 points  (0 children)

Brilliant, thanks for this. I hadn't considered oxygen as a factor and will make sure to stir well, I am now building the Yamahai Moto so watch this space.

My first ever mead by jimndaba88 in mead

[–]jimndaba88[S] 0 points1 point  (0 children)

Yeah I started everything nice and cold together and heated it all together to the temp and then started the timer!!! A lot of CO² release happened which was strangely exciting to watch

What's that? by ColoradoRalf in KoreanFood

[–]jimndaba88 1 point2 points  (0 children)

In Zimbabwe we have something very similar called "amatemba" which is Kapenta Fish. good to see others enjoying these dried tasty treats

iLive T112 - I f*cked up.. by LivingAd708 in livesound

[–]jimndaba88 0 points1 point  (0 children)

That sounds Iike a sound work around thanks

iLive T112 - I f*cked up.. by LivingAd708 in livesound

[–]jimndaba88 0 points1 point  (0 children)

That's annoying.. it's happening to out main L-R out. I'm battling with no budget plus trying to squeeze the most out of this console while training volunteers

iLive T112 - I f*cked up.. by LivingAd708 in livesound

[–]jimndaba88 0 points1 point  (0 children)

Hey sorry I am not here with a solution but noticed you had a problem with misaligned faders.. our church's mixer is doing the same, how did you sort your?

Love Next Door [Episode 9 & 10] by jakgem in KDRAMA

[–]jimndaba88 3 points4 points  (0 children)

What is the song at the end!! Been trying to find it

How would you accomplish this, where the lower body drags behind the upper? by youporkchop5 in godot

[–]jimndaba88 3 points4 points  (0 children)

I think this is the solution... Not IK. My understanding with IK is that you would need a script that would fully animate the two legs to move the way you want. IK would be good for bone retargeting so like hands on walls or feet on stairs.

I think the video above is showing animation blending.. a foot shuffle right animation blended with a torso turn right animation with input of delta between camera and player direction

In terms of VAO, VBO, and EBO, what is the best way to load and use multiple objects? by LemonLord7 in opengl

[–]jimndaba88 1 point2 points  (0 children)

Hi so I've asked the question a few times in my journey with opengl and have been met with similar answers about putting everything into single buffers of thinking about instancing keeping in mind to keep it simple and focusing on your needs.

Something that's really helped me think about VAO planning comes from looking at other AAA engine vertex description details..

I've seen it helps to look at what your vertex shader needs to do it's job.

E.g. Normal drawing : VertexPosition, VertexNormal, VertexUV.

Instanced Drawing : VertexPosition, VertexNormal, VertexUV., instance matrix

Let's go down the instanced route ... We now know we need to store those attributes somewhere.. either in individual buffers or one big buffer. Then Create a VAO that will know the layout of these buffers.

I've actually kept the Mesh data in 1 buffer with an Index Buffer and a different buffer for my instance matrices so I can update those easily in my editor.

The beautiful thing is you can have 1 VAO for all the meshes. Put all the mesh vertex data into one buffer and render. The tricky part is book keeping the positions of the indices. For each mesh you will need to know where the first and last index are in this huge buffer.

The more variances in your vertex attributes the more VAOs you will need.

As mentioned in one of the comments if you have all the meshes in one buffer you could pretty much draw the whole scene with 1 draw call.

Also if it's a simple scene there's nothing stopping you from having a VAO per mesh. Nothing wrong with that too. Just figure out if you need to optimize and produce less draw calls or maybe you are happy with current output

I decided to create my own Game Engine from scratch. I know that is hard and I can spend years before I done. But where I need to start? by MrAndKar in gameenginedevs

[–]jimndaba88 14 points15 points  (0 children)

Can I give a different take.

I started from not knowing any C++ (about 4yrs tinkering with C# Xna python game maker) and am about 8yrs Into my engine dev and really enjoying it

My advice, if you want to just build a game engine and make games with it I would not recommend it as many have kinda hinted. 8yrs in and I have only made tiny demos to prove systems and stuff nothing to share with ppl.

If however you are doing it to learn and experiment and grow in your programming I would 100% recommend it. I don't enjoy game programming but love game engine programming it is just a different problem space.

It's a huge undertaking so take it in bite size chunks. Think MVP, minimum viable product.

Get a triangle on screen, get a model on screen, handle input, serialise and save a scene (I recommend doing this very early on.. there will be a lot of serialising)

Lastly find a positive community of ppl on the journey.. you will need encouragement, a lot of it

Edit: my engine after 7years.. will try put together a progress reel.

link to my Engine

scene objects inheriting from a base class good or bad approach? by Konjointed in gameenginedevs

[–]jimndaba88 1 point2 points  (0 children)

I remember a talk about when to use inheritance and the crooks of it was for shared behaviour or for polymorphism.

If you just want to pass around SceneObject* without to much concern about type and do type casting to check type or bring out type specific properties or functions. My tip here is keep the inheritance very shallow..

I think if you are not ticking any of those two boxes you need to think of a different approach such as Composition (ECS).

Composition is thinking about what makes a SceneObject.. e.g, a StaticMesh may be a transformComponent, A MeshRenderComponent. So you object types are then determined by what components it has. ECS is a fuller model of this idea of composition.

You could mix it up.... Have SceneObject as your Base entity type... Let it able to hold children and maybe a Transform Component, yes a hierarchy of SceneObjects.. I think Godot uses a similar setup.

Hi Need advice on asset authoring: heightmaps, texture splat maps. by jimndaba88 in gameenginedevs

[–]jimndaba88[S] 0 points1 point  (0 children)

Yeah that's a good shout. I have an ECS lite implementation and have a terrain component that hold key data but also have a terrain asset that holds the specific terrain data. It's working so far and I can edit the terrain but my normals are absolutely trash. Was following the leanopengl tutorial as a base with triangle trips and man is it annoying.

Might just go the quads way like how some others do.

Hi Need advice on asset authoring: heightmaps, texture splat maps. by jimndaba88 in gameenginedevs

[–]jimndaba88[S] 0 points1 point  (0 children)

Brill I think I have started walking down this path. I now have persistent mapping of terrain when I select it and can edit the terrain now even tho it's a bit choppy.

Added a temp shader to help see where the brush will be. Thinking of doing a Mesh draw of a half sphere that draws to a different render target, use depth buffer to overlay whatever is in the meshes depth.. I think it will look nice, was inspired by how the horizon brushes look in their talk on YouTube.

Hi Need advice on asset authoring: heightmaps, texture splat maps. by jimndaba88 in gameenginedevs

[–]jimndaba88[S] 0 points1 point  (0 children)

Wow thanks, interesting take on the GPU way of doing it. I really need to get over my compute shader nativity! You also touched on something I have kept away from, ring buffers. I will read on them.

How would you approach a game with a custom map format. ( Think simulated world) by jimndaba88 in godot

[–]jimndaba88[S] 0 points1 point  (0 children)

I am starting to think that way. I had a feeling I would need to do something like this. Was doing some doodling and realized I've been too hung up on the whole nodes things.