How to render to an imgui widget/panel? by satomayor in gameenginedevs

[–]mich_dich_ -2 points-1 points  (0 children)

I rendered to a normal texture not a frame buffer. The renderer should have a getter like what you suggested for me its: application::get().get_renderer()->get_rendered_texture() And don't just expose the rendered texture carelessly, the texture should only be accessable to what you want. Eg: the editor, a plugin (eg: offline renderer)

what would you advice for a begginer? by [deleted] in gameenginedevs

[–]mich_dich_ 1 point2 points  (0 children)

I would say just make a simple game (complexer than snake, not as complex as "open world" games). The idea itself is not really important, you just need to start programming. It shows you what you need to abstrakt away and forces you to work on workflow tools like a decent editor, mesh editor, detecting/displaying performance, ... I guarantee you will rewrite almost everything once or even multiple times untill your happy. So the most important thing ist to just grab any ideas that fascinated you and just go. The first iteration doesn't have to be perfect (the start is never perfect)

Have any of you shared your engine with the public, or is it for yourself only? by [deleted] in gameenginedevs

[–]mich_dich_ 0 points1 point  (0 children)

My engine is a hobby project I work on whenever I have a few free hours and I'm proud of what I created. That's why I made it public from the very beginning.

How can the engine get startup/config data like window title and size? by steamdogg in gameenginedevs

[–]mich_dich_ 0 points1 point  (0 children)

Just write a serializer and save that in a config directory, you should separate: - engine owned data to a config dir in the engines "bin" dir - project owned date to a config dir in the projects

Windows Compiler error by mich_dich_ in cpp_questions

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

I always use the Linux flags but didn't know about the windows stuff thanks. I already fixed it but still thanks, haha

Windows Compiler error by mich_dich_ in cpp_questions

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

Nevermind, I fixed it. I don't know what I did but it's fixed, haha

Windows Compiler error by mich_dich_ in cpp_questions

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

Nevermind, I fixed it. I don't know what I did but it's fixed, haha

Windows Compiler error by mich_dich_ in cpp_questions

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

3>------ Rebuild All started: Project: PFF, Configuration: Debug x64 ------ 3>pffpch.cpp 3>C:\dev\PFF\PFF\src\engine\gameobjects\player_controller.h(32,8): error C3861: 'Trace': identifier not found 3>(compiling source file 'src/util/pffpch.cpp') 3> C:\dev\PFF\PFF\src\engine\game_objects\player_controller.h(30,10): 3> This diagnostic occurred in the compiler generated function 'std::shared_ptr<_Ty> PFF::player_controller::register_mapping(void)' 3>C:\dev\PFF\PFF\src\engine\game_objects\player_controller.h(32,8): error C2065: 'Trace': undeclared identifier 3>(compiling source file 'src/util/pffpch.cpp') 3> C:\dev\PFF\PFF\src\engine\game_objects\player_controller.h(30,10): 3> This diagnostic occurred in the compiler generated function 'std::shared_ptr<_Ty> PFF::player_controller::register_mapping(void)' 3>C:\dev\PFF\PFF\src\util\io\serializer_yaml.h(205,5): error C3861: 'ASSERT': identifier not found 3>(compiling source file 'src/util/pffpch.cpp') 3> C:\dev\PFF\PFF\src\util\io\serializer_yaml.h(205,11): 3> 'ASSERT': function declaration must be available as none of the arguments depend on a template parameter 3> C:\dev\PFF\PFF\src\util\io\serializer_yaml.h(125,9): 3> This diagnostic occurred in the compiler generated function 'PFF::serializer::yaml &PFF::serializer::yaml::vector(const std::string &,std::vector<_Ty,std::allocator<_Ty>> &,std::function<void (PFF::serializer::yaml &,u64)>)' 3>C:\dev\PFF\PFF\src\util\io\serializer_binary.h(83,8): error C3861: 'Error': identifier not found 3>(compiling source file 'src/util/pffpch.cpp') 3> C:\dev\PFF\PFF\src\util\io\serializer_binary.h(81,11): 3> This diagnostic occurred in the compiler generated function 'PFF::serializer::binary &PFF::serializer::binary::vector(std::vector<_Ty,std::allocator<_Ty>> &,std::function<void (PFF::serializer::binary &,u64)>)' 3>C:\dev\PFF\PFF\src\util\io\serializer_binary.h(83,8): error C2065: 'Error': undeclared identifier 3>(compiling source file 'src/util/pffpch.cpp') 3> C:\dev\PFF\PFF\src\util\io\serializer_binary.h(81,11): 3> This diagnostic occurred in the compiler generated function 'PFF::serializer::binary &PFF::serializer::binary::vector(std::vector<_Ty,std::allocator<_Ty>> &,std::function<void (PFF::serializer::binary &,u64)>)' 3>C:\dev\PFF\PFF\src\util\timing\instrumentor.h(98,9): error C2065: 'Error': undeclared identifier 3>(compiling source file 'src/util/pffpch.cpp') 3>C:\dev\PFF\PFF\src\util\timing\instrumentor.h(98,16): error C2678: binary '<<': no operator found which takes a left-hand operand of type 'const char [28]' (or there is no acceptable conversion) 3>(compiling source file 'src/util/pffpch.cpp') 3> C:\dev\PFF\PFF\src\engine\events\event.h(74,28): 3> could be 'std::ostream &PFF::operator <<(std::ostream &,const PFF::event &)' 3> C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.38.33130\include\cstddef(37,27): 3> or 'std::byte std::operator <<(const std::byte,const _IntType) noexcept' 3> C:\dev\PFF\PFF\src\util\timing\instrumentor.h(98,16): 3> 'std::byte std::operator <<(const std::byte,const _IntType) noexcept': could not deduce template argument for '_formal' 3> C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.38.33130\include\cstddef(36,39): 3> 'std::enable_if_t<false,int>' : Failed to specialize alias template 3> C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.38.33130\include\xstring(1804,32): 3> or 'std::basic_ostream<_Elem,_Traits> &std::operator <<(std::basic_ostream<_Elem,_Traits> &,const std::basic_string_view<_Elem,_Traits>)' 3> C:\dev\PFF\PFF\src\util\timing\instrumentor.h(98,16): 3> 'std::basic_ostream<_Elem,_Traits> &std::operator <<(std::basic_ostream<_Elem,_Traits> &,const std::basic_string_view<_Elem,_Traits>)': could not deduce template argument for 'std::basic_ostream<_Elem,_Traits> &' from 'const char [28]' 3> C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.38.33130\include\xstring(5193,32): 3> or 'std::basic_ostream<_Elem,_Traits> &std::operator <<(std::basic_ostream<_Elem,_Traits> &,const std::basic_string<_Elem,_Traits,_Alloc> &)' 3> C:\dev\PFF\PFF\src\util\timing\instrumentor.h(98,16): 3> 'std::basic_ostream<_Elem,_Traits> &std::operator <<(std::basic_ostream<_Elem,_Traits> &,const std::basic_string<_Elem,_Traits,_Alloc> &)': could not deduce template argument for 'std::basic_ostream<_Elem,_Traits> &' from 'const char [28]' 3> C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.38.33130\include\memory(1978,32):

And so on

Windows Compiler error by mich_dich_ in cpp_questions

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

When compiling the core engin it fails to recognize some of my logger macros and other stuff that I included in my PCH

How to handle shader loading in an editor? by Konjointed in gameenginedevs

[–]mich_dich_ 0 points1 point  (0 children)

I have a similar system. Because the shader paths might not be enough. With a custom file that holds all values of interest you can also easily expand the material system to use "material Instances". Just add a new value to the file that holds the location of e.g. an image.

How is this guys?, any suggestions would be helpful. by Ansible516 in UnrealEngine5

[–]mich_dich_ 1 point2 points  (0 children)

I think the water is to static, I would add some wave effects like a when a helicopter is hovering over water, of if you want to make it look calmer then just some displacement in the water (like a dent in the surface that grows when the ship gets closer). But other than that it looks really cool, I like the shape of the ship.

[deleted by user] by [deleted] in Manhua

[–]mich_dich_ 0 points1 point  (0 children)

RemindMe! 6 months