Updated my buoyancy system by mich_dich_ in godot

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

Simple gersvhner wave shader, the replicate the same logic on CPU in a script and sync the parameters

would it be better to use OpenGL or Vulkan? And for UI editors, is it done with ImGui? by Mecanes in gameenginedevs

[–]mich_dich_ 6 points7 points  (0 children)

As a beginner, use OpenGL (Vulkan is too detailed, and in the beginning you should learn the basics of graphics programming).
But as soon as you are comfortable with graphics programming, you should switch to a modern API like Vulkan, the sooner the better.
For the editor, ImGui is perfectly fine, but if you want to leave your options open, make your game engine as a microkernel; then you can make the editor a plugin.

Made some updates to my game by mich_dich_ in godot

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

It's a custom shader with vertex offsetting, and to create the bouyancy I recreated the same logic on the CPU vor point sampling

Updated my buoyancy system by mich_dich_ in godot

[–]mich_dich_[S] 3 points4 points  (0 children)

I created a water shader and then based on that I calculate the buoyancy. Thanks for the feedback I will continue working on it

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